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integration/Source/Integration/Tangible.h

204 lines
5.4 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "AnimQueue.h"
#include "Tangible.generated.h"
class UlxTangibleManager;
// This class does not need to be modified.
UINTERFACE(Blueprintable)
class UlxTangibleInterface : public UInterface
{
GENERATED_BODY()
};
/**
*
* IlxTangibleInterface
*
* This class implements the interface that an Actor must implement
* in order for that Actor to be usable as a Tangible.
*
*/
class INTEGRATION_API IlxTangibleInterface
{
GENERATED_BODY()
// Add interface functions to this class. This is the class that will be inherited to implement this interface.
public:
UFUNCTION(BlueprintImplementableEvent, Category = "Tangible Functionality")
bool StartAnimation(ElxAnimationMode mode, const FlxAnimationStep& step);
UFUNCTION(BlueprintImplementableEvent, Category = "Tangible Functionality")
bool AbortAnimation(int64 hash);
};
/**
*
* UlxTangible
*
* The Tangible stores all the data we need for a tangible,
* such as the animation queue and so forth.
*
* From time to time, a tangible can change its blueprint class.
* To do that, we have to delete and recreate the actor. This
* is all set up so that it is possible to do that.
*
* The tangible has a place to store an Actor pointer. This
* actor pointer is allowed to be nullptr, especially in the
* case that the blueprint hasn't been set yet.
*
* This also serves as a repository for blueprint functions
* that operate on tangible actors.
*
*/
UCLASS()
class INTEGRATION_API UlxTangible : public UObject
{
GENERATED_BODY()
public:
UlxTangible();
// My Tangible Manager.
UPROPERTY()
TObjectPtr<UlxTangibleManager> Manager;
// The tangible ID.
UPROPERTY()
uint64 TangibleId;
UPROPERTY()
TWeakObjectPtr<AActor> CurrentActor;
// The blueprint class of the actor.
UPROPERTY()
TSubclassOf<AActor> ActorBlueprint;
// Animation tracker
FlxAnimTracker AnimTracker;
// Current Plane.
FName Plane;
// True if luprex thinks this object is Near the player.
bool NearAccordingToLuprex;
// True if unreal thinks this object is Near the player.
bool NearAccordingToUnreal;
public:
// Initialize a new tangible.
//
// This links the tangible to its TangibleManager and
// sets the tangible's ID.
//
void Init(UlxTangibleManager *tm, int64 id);
// Destroy a tangible.
//
// Delete the actor associated with the tangible, if any,
// and clean up everything else.
//
void Destroy();
// Get the actor associated with this tangible.
//
// Note that this may return nullptr: it is valid for a
// tangible to have no actor associated with it. This
// is most commonly the case if the blueprint class of
// the tangible is set to nullptr.
//
// Also bear in mind that if a tangible changes its blueprint
// class, then the actor will have to be deleted and
// recreated. In that case, GetActor will return a different
// pointer than before the blueprint change.
//
AActor* GetActor() const { return CurrentActor.Get(); }
// Get the location of the tangible.
//
// Note that if the actor is nullptr, the location is always
// at the origin.
//
FVector GetLocation() const;
// Check a blueprint class to see if it is valid as a Tangible.
//
// In order for a blueprint class to be used as a tangible,
// it must implement the interface IlxTangibleInterface.
// This function also returns true for nullptr.
//
static bool BlueprintIsTangible(TSubclassOf<AActor> bp);
// Change the blueprint class of the tangible.
//
// This requires the deletion and recreation of the Actor.
// The blueprint class must satisfy 'BlueprintIsTangible' above.
//
// It is legal to pass in nullptr for the blueprint class.
// Whenever the blueprint class is nullptr, the Actor is
// also nullptr. Ie, a tangible will have no Actor associated
// with it if its blueprint class is nullptr.
//
void SetActorBlueprintClass(TSubclassOf<AActor> bp);
// Update the animation queue from Luprex.
//
// This reads the animation queue, and then based on
// what is new in the animation queue, it calls into
// the Actor's TangibleInterface, calling methods such
// as 'StartAnimation' and 'AbortAnimation' as necessary.
//
// If the animation queue specifies a blueprint change,
// this function will eventually implement that by calling
// SetActorBlueprintClass above. This is not implemented
// yet.
//
void UpdateAnimationQueue(std::string_view aq);
public:
UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = Luprex)
static FString GetTangiblePlane(AActor* target);
UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = Luprex)
static void SetTangiblePlane(AActor* target, const FString& plane);
};
/**
*
* UlxTangibleComponent
*
* The TangibleComponent holds a pointer to the Tangible.
* This is the only purpose it serves: to make it possible to
* have the Actor point to its corresponding Tangible.
*
* The TangibleComponent is procedurally inserted into the Actor.
* The TangibleComponent is not visible to blueprints.
*
*/
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class INTEGRATION_API UlxTangibleComponent : public UActorComponent
{
GENERATED_BODY()
public:
UlxTangibleComponent() : Tangible(nullptr) {}
// The actor that we're a part of.
UPROPERTY()
TWeakObjectPtr<UlxTangible> Tangible;
};