Working on look-at Widgets, not done yet.
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@@ -46,17 +46,32 @@ public:
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UFUNCTION(BlueprintCallable, Category = "Luprex|Miscellaneous")
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int64 GetPlayerId();
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UFUNCTION(BlueprintCallable, Category = "Luprex|Look-At Detection")
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void SetLookAt(const FHitResult &hit) { CurrentLookAt = hit; }
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UFUNCTION(BlueprintPure, meta = (CompactNodeTitle="LxGameMode", WorldContext = "context"), Category = "Luprex|Miscellaneous")
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static AIntegrationGameModeBase *GetLuprexGameMode(UObject *context);
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "context"),Category = "Luprex|Look-At Detection")
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static void SetLookAt(UObject *context, const FHitResult &hit) { GetLuprexGameMode(context)->CurrentLookAt = hit; }
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UFUNCTION(BlueprintCallable, Category = "Luprex|Look-At Detection")
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const FHitResult &GetLookAt() const { return CurrentLookAt; }
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UFUNCTION(BlueprintPure, meta = (WorldContext = "context"),Category = "Luprex|Look-At Detection")
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static const FHitResult &GetLookAt(UObject *context) { return GetLuprexGameMode(context)->CurrentLookAt; }
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UFUNCTION(BlueprintCallable, Category = "Luprex|Look-At Detection")
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bool LookAtChanged() const { return CurrentLookAt.HitObjectHandle != PreviousLookAt.HitObjectHandle; }
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UFUNCTION(BlueprintPure, meta = (WorldContext = "context"),Category = "Luprex|Look-At Detection")
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static const AActor *GetLookAtActor(UObject *context) { return GetLuprexGameMode(context)->CurrentLookAt.GetActor(); }
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UFUNCTION(BlueprintPure, meta = (WorldContext = "context"),Category = "Luprex|Look-At Detection")
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static const FHitResult &GetPreviousLookAt(UObject *context) { return GetLuprexGameMode(context)->PreviousLookAt; }
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UFUNCTION(BlueprintPure, meta = (WorldContext = "context"),Category = "Luprex|Look-At Detection")
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static const AActor *GetPreviousLookAtActor(UObject *context) { return GetLuprexGameMode(context)->PreviousLookAt.GetActor(); }
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UFUNCTION(BlueprintPure, meta = (WorldContext = "context"),Category = "Luprex|Look-At Detection")
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static bool IsLookAtChanged(UObject *context);
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UFUNCTION(BlueprintImplementableEvent, Category = "Luprex|Look-At Detection")
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void CalculateLookAt(APlayerController *PlayerController);
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UFUNCTION(BlueprintImplementableEvent, Category = "Luprex|Look-At Detection")
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void CalculateLookAt(AActor *Player, APlayerController *PlayerController, APlayerCameraManager *Camera);
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void LookAtChanged();
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// Assemble a lua call. To call into lua:
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//
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@@ -103,11 +118,6 @@ public:
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// to update luprex sockets and update luprex itself.
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virtual uint32 Run() override;
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// Get the AIntegrationGameModeBase given any UObject
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// If there is no AIntegrationGameModeBase in that world context, fatal error
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static AIntegrationGameModeBase *GetFromWorld(UWorld *world);
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static AIntegrationGameModeBase *GetFromContext(UObject *context);
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UPROPERTY()
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UlxTangibleManager *TangibleManager;
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