Partway done with refactor to lx Player Controller
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@@ -3,7 +3,6 @@
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#pragma once
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#include "CoreMinimal.h"
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#include "Engine/HitResult.h"
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#include "GameFramework/GameModeBase.h"
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#include "LuprexSockets.h"
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#include "BreakToDebugger.h"
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@@ -37,32 +36,6 @@ public:
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UFUNCTION(BlueprintCallable, Category = "Luprex|Miscellaneous")
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int64 GetPlayerId();
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context"), Category = "Luprex|Look-At Detection")
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static void SetLookAt(const UObject *Context, const FHitResult &HitResult);
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UFUNCTION(BlueprintPure, meta = (WorldContext = "Context"),Category = "Luprex|Look-At Detection")
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static const FHitResult &GetLookAt(const UObject *Context) { return FromContext(Context)->CurrentLookAt; }
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UFUNCTION(BlueprintPure, meta = (WorldContext = "Context"),Category = "Luprex|Look-At Detection")
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static const AActor *GetLookAtActor(const UObject *Context) { return FromContext(Context)->CurrentLookAt.GetActor(); }
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UFUNCTION(BlueprintPure, meta = (WorldContext = "Context"),Category = "Luprex|Look-At Detection")
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static FVector2D GetLookAtPixel(const UObject *Context);
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context"), Category = "Luprex|Look-At Detection")
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static void SetLookAtChanged(const UObject* Context);
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//
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// Look-At Related Events
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//
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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 LookAtChanged();
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// Transfer console output from the Luprex engine to unreal.
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void UpdateConsoleOutput();
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@@ -75,10 +48,6 @@ public:
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// Tell the player controller to possess that tangible.
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void UpdatePossessedTangible();
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// Call 'CalculateLookAt', but only if everything is valid.
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// It is up to the blueprint code to actually determine what we're looking at.
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void UpdateLookAt();
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// If the engine wants a new copy of the lua source code,
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// provide it.
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void UpdateLuaSourceCode();
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@@ -94,12 +63,6 @@ public:
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// Get the current Luprex Game Mode Base, given a Context object.
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static ALuprexGameModeBase *FromContext(const UObject *Context);
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// The actor that the player is looking at, current frame.
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UPROPERTY()
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FHitResult CurrentLookAt;
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bool MustCallLookAtChanged = false;
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// The sensitivity level at which a log message triggers a debugger breakpoint.
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UPROPERTY(EditAnywhere, Category="Debugging Tools")
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ElxBreakToDebuggerThreshold BreakToDebuggerLogVerbosity;
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