Files
integration/Source/Integration/TangibleManager.h

77 lines
1.7 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "CommonTypes.h"
#include "TangibleComponent.h"
#include "TangibleManager.generated.h"
UCLASS()
class INTEGRATION_API UTangibleManager : public UObject
{
GENERATED_BODY()
public:
// Import these types into our Namespace.
using IdArray = CommonTypes::IdArray;
using IdView = CommonTypes::IdView;
// A pointer to our world.
UPROPERTY()
TWeakObjectPtr<UWorld> World;
// A pointer to uclass TangibleActor. This is the class
// of actors that we create (for now).
UPROPERTY()
TSubclassOf<AActor> ClassTangibleActor;
// Given a tangible ID, look up actor pointer (or NULL if actor was deleted)
UPROPERTY()
TMap<int64, AActor*> IdToActor;
// Player's tangible Id.
int64 Player;
// Tangibles near the actor.
IdView Near;
public:
UTangibleManager();
// Initialize the tangible manager.
//
void Init(UWorld *world, UClass* tanact);
// Get a pointer to our world.
//
UWorld* GetWorld() const override { return World.Get(); }
// Get the tangible if it exists, otherwise return NULL
UTangibleComponent* GetTangible(int64 id);
// Get the tangible if it exists, otherwise create it.
UTangibleComponent* MakeTangible(int64 id);
// Delete the tangible.
void DeleteTangible(int64 id);
// Get/Set the Id of the actor.
//
int64 GetPlayer() const { return Player; };
void SetPlayer(int64 id) { Player = id; }
// Get/Set the list of tangibles near the player, according to Luprex.
//
IdView GetNear() const { return Near; }
void SetNear(IdView near) { Near = near; }
// Get the Live list.
//
// Efficiency note: this makes a copy of the array.
//
IdArray GetLive();
};