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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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USTRUCT()
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struct INTEGRATION_API FTangibleManager
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{
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GENERATED_BODY()
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public:
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// Import these types into our Namespace.
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using IdArray = CommonTypes::IdArray;
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using IdView = CommonTypes::IdView;
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// A pointer to the UWorld.
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UWorld* World;
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// A pointer to uclass TangibleActor.
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UPROPERTY()
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TSubclassOf<AActor> ClassTangibleActor;
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// Given a tangible ID, look up actor pointer (or NULL if actor was deleted)
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UPROPERTY()
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TMap<int64, UTangible*> IdToTangible;
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// Actor tangible Id.
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int64 Actor;
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// Tangibles near the actor.
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IdView Near;
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public:
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FTangibleManager();
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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 the tangible if it exists, otherwise return NULL
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UTangible* GetTangible(int64 id);
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// Get the tangible if it exists, otherwise create it.
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UTangible* MakeTangible(int64 id);
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// Delete the tangible.
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void DeleteTangible(int64 id);
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// Get/Set the Id of the actor.
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//
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int64 GetActor() const { return Actor; };
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void SetActor(int64 id) { Actor = id; }
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// Get/Set the list of tangibles near the player, according to Luprex.
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//
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IdView GetNear() const { return Near; }
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void SetNear(IdView near) { Near = near; }
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// Get the Live list.
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//
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// Efficiency note: this makes a copy of the array.
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//
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IdArray GetLive();
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};
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