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