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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/NoExportTypes.h"
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#include "CommonTypes.h"
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#include "Tangible.h"
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#include "TangibleManager.generated.h"
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UCLASS()
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class INTEGRATION_API UlxTangibleManager : public UObject
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{
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GENERATED_BODY()
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public:
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// Types used frequently.
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using IdView = CommonTypes::IdView;
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using IdArray = CommonTypes::IdArray;
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using TanArray = TArray<UlxTangible*>;
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// A pointer to our world.
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UPROPERTY()
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TWeakObjectPtr<UWorld> World;
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// A pointer to uclass TangibleActor. This is the class
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// of actors that we create (for now).
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UPROPERTY()
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TSubclassOf<AActor> ClassTangibleActor;
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// Given a tangible ID, look up the TangibleComponent of that actor.
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UPROPERTY()
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TMap<int64, UlxTangible*> IdToTangible;
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public:
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UlxTangibleManager();
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// Initialize the tangible manager.
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//
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void Init(UWorld *world, UClass* tanact);
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// Get a pointer to our world.
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//
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UWorld* GetWorld() const override { return World.Get(); }
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// Get the tangible if it exists, otherwise return NULL
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//
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UlxTangible* GetTangible(int64 id) const;
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// Get the tangible if it exists, otherwise create it.
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//
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UlxTangible* MakeTangible(int64 id);
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// Delete the tangible.
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//
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void DeleteTangible(int64 id);
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// Get an array of all tangibles.
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//
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TanArray GetAllTangibles() const;
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// Update the 'NearAccordingToLuprex' flags.
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//
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// Also creates any tangibles that are in the near-list,
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// if they don't already exist.
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//
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void UpdateNear(IdView near);
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// Given an array of tangibles, return an array of tangible Ids.
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//
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static IdArray GetIds(const TanArray &tans);
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};
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