TangibleCharacter can now be interactively controlled
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@@ -8,6 +8,8 @@
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#include "Tangible.h"
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#include "TangibleManager.generated.h"
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class AIntegrationGameModeBase;
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UCLASS()
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class INTEGRATION_API UlxTangibleManager : public UObject
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{
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@@ -23,6 +25,10 @@ public:
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UPROPERTY()
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TWeakObjectPtr<UWorld> World;
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// A pointer to our game mode.
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UPROPERTY()
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TWeakObjectPtr<AIntegrationGameModeBase> GameMode;
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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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@@ -32,12 +38,15 @@ public:
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// Initialize the tangible manager.
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//
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void Init(UWorld *world);
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void Init(UWorld *world, AIntegrationGameModeBase *gamemode);
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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 a pointer to our game mode.
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AIntegrationGameModeBase *GetGameMode() { return GameMode.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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