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integration/Source/Integration/TangibleManager.h

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "CommonTypes.h"
#include "Tangible.h"
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#include "TangibleManager.generated.h"
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UCLASS()
class INTEGRATION_API UlxTangibleManager : public UObject
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{
GENERATED_BODY()
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public:
// Import these types into our Namespace.
using IdArray = CommonTypes::IdArray;
using IdView = CommonTypes::IdView;
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// A pointer to our world.
UPROPERTY()
TWeakObjectPtr<UWorld> World;
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// A pointer to uclass TangibleActor. This is the class
// of actors that we create (for now).
UPROPERTY()
TSubclassOf<AActor> ClassTangibleActor;
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// Given a tangible ID, look up the TangibleComponent of that actor.
UPROPERTY()
TMap<int64, UlxTangible*> IdToTangible;
// Player's tangible Id.
int64 Player;
// Tangibles near the actor.
IdView Near;
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public:
UlxTangibleManager();
// Initialize the tangible manager.
//
void Init(UWorld *world, UClass* tanact);
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// Get a pointer to our world.
//
UWorld* GetWorld() const override { return World.Get(); }
// Get the tangible if it exists, otherwise return NULL
UlxTangible* GetTangible(int64 id);
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// Get the tangible if it exists, otherwise create it.
UlxTangible* MakeTangible(int64 id);
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// Delete the tangible.
void DeleteTangible(int64 id);
// Get/Set the Id of the actor.
//
int64 GetPlayer() const { return Player; };
void SetPlayer(int64 id) { Player = id; }
// Get/Set the list of tangibles near the player, according to Luprex.
//
IdView GetNear() const { return Near; }
void SetNear(IdView near) { Near = near; }
// Get the Live list.
//
// Efficiency note: this makes a copy of the array.
//
IdArray GetLive();
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};