DRG-Femboy-Voice/Source/FSD/Public/TetherComponent.h
2025-04-15 12:39:31 -07:00

154 lines
5.2 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "Components/ActorComponent.h"
#include "ETetherConnectionMode.h"
#include "ETetherMessageDirection.h"
#include "TeherMessage_DelegateDelegate.h"
#include "TetherConnectionChanged_DeletageDelegate.h"
#include "TetherMessageSettings.h"
#include "TetherPowerChanged_DelegateDelegate.h"
#include "TetherRangeChangedDelegate.h"
#include "TetherComponent.generated.h"
class UMeshComponent;
class UTetherComponent;
UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent))
class FSD_API UTetherComponent : public UActorComponent {
GENERATED_BODY()
public:
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FTetherPowerChanged_Delegate OnPowerChanged;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FTetherConnectionChanged_Deletage OnConnectionChanged;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FTeherMessage_Delegate OnTetherMessage;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FTetherRangeChanged OnConnectionRangeUpdated;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
UMeshComponent* TetherMesh;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool AutoSetup;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
TArray<UTetherComponent*> ConnectionHistory;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FName ConnectionPointName;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, ReplicatedUsing=OnRep_ForwardConnection, meta=(AllowPrivateAccess=true))
UTetherComponent* ForwardConnection;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, ReplicatedUsing=OnRep_BackConnection, meta=(AllowPrivateAccess=true))
UTetherComponent* backConnection;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float ConnectionDistance;
UPROPERTY(EditAnywhere, meta=(AllowPrivateAccess=true))
ETetherConnectionMode ConnectionMode;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 ConnectionPriority;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 ConnectionHistorySize;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool GeneratesPower;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool PeriodicConnectionValidation;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_HasPower, meta=(AllowPrivateAccess=true))
bool hasPower;
public:
UTetherComponent();
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
UFUNCTION(BlueprintCallable)
void ToggleConnectionValidation(bool Enabled, bool reactivate);
UFUNCTION(BlueprintCallable)
void StopLoSTimer();
UFUNCTION(BlueprintCallable)
void StartLoSTimer();
UFUNCTION(BlueprintCallable)
void SetupConnectionpoint(UMeshComponent* Mesh, const FName& SocketName);
UFUNCTION(BlueprintCallable)
void SetConnectionRange(float range);
UFUNCTION(BlueprintCallable)
void ResetConnectionHistory();
protected:
UFUNCTION(BlueprintCallable)
void OnRep_HasPower();
UFUNCTION(BlueprintCallable)
void OnRep_ForwardConnection();
UFUNCTION(BlueprintCallable)
void OnRep_BackConnection();
public:
UFUNCTION(BlueprintCallable)
void MessageTetherLine(const FName& Message, float Delay, ETetherMessageDirection messageDirection);
protected:
UFUNCTION(BlueprintCallable)
void MessageBody(const FTetherMessageSettings& Message);
public:
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsStartOfLine() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsFullyConnected() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsEndOfLine() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsConnected() const;
UFUNCTION(BlueprintCallable)
UTetherComponent* GetTetherlineEnd(bool front);
UFUNCTION(BlueprintCallable, BlueprintPure)
bool GetHasPower() const;
UFUNCTION(BlueprintCallable)
UTetherComponent* GetForwardConnection();
UFUNCTION(BlueprintCallable, BlueprintPure)
float GetConnectionRange() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
FVector GetConnectionPoint() const;
UFUNCTION(BlueprintCallable)
TArray<UTetherComponent*> GetConnectionHistory();
UFUNCTION(BlueprintCallable)
UTetherComponent* GetBackConnection();
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
void DisconnectFromTetherLine(bool Deactivate);
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
bool ConnectToTetherLine();
};