Implemented LookAtDetectorBase

This commit is contained in:
2024-09-17 17:22:47 -04:00
parent 6556efed10
commit d43629a7c6
5 changed files with 167 additions and 62 deletions

View File

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