Implemented LookAtDetectorBase
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@@ -13,6 +13,8 @@
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#include "IntegrationGameModeBase.generated.h"
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class LookAtDetector;
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/**
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*
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*/
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@@ -43,6 +45,9 @@ public:
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UFUNCTION(BlueprintCallable, Category = "Luprex")
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int64 GetPlayerId();
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UFUNCTION(BlueprintCallable, Category = "Luprex")
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void SetLookAtDetector(UlxLookAtActorBase *det);
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// Assemble a lua call. To call into lua:
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//
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// * Use LuaCallBegin
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@@ -76,10 +81,6 @@ public:
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// Maybe call 'BecomePossessed' on the player tangible.
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void UpdatePossessedTangible();
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// Cast a ray forward from the camera. Update the instance
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// variables 'CameraRayTarget' and 'CameraRayChanged'.
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void CastCameraRay();
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// Pre-tick and post-tick functions.
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void OnWorldPreActorTick(UWorld* InWorld, ELevelTick InLevelTick, float InDeltaSeconds);
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void OnWorldPostActorTick(UWorld* InWorld, ELevelTick InLevelTick, float InDeltaSeconds);
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@@ -96,6 +97,9 @@ public:
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UPROPERTY()
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UlxTangibleManager *TangibleManager;
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UPROPERTY()
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UlxLookAtActorBase *LookAtDetector;
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// This stores the entire text currently visible in the console.
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FlxConsoleOutput ConsoleOutput;
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@@ -119,10 +123,6 @@ public:
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// Current Player ID
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int64 PlayerId;
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// Object in front of camera.
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AActor *CameraRayTarget;
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bool CameraRayChanged;
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// Amount of elapsed time since BeginPlay.
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float EngineSeconds;
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