186 lines
5.2 KiB
C++
186 lines
5.2 KiB
C++
// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Components/ActorComponent.h"
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#include "AnimQueue.h"
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#include "Tangible.generated.h"
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class UlxTangibleManager;
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/**
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*
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* UlxTangible
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*
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* The Tangible stores all the data we need for a tangible,
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* such as the animation queue and so forth.
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*
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* From time to time, a tangible can change its blueprint class.
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* To do that, we have to delete and recreate the actor. This
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* is all set up so that it is possible to do that.
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*
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* The tangible has a place to store an Actor pointer. This
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* actor pointer is allowed to be nullptr, especially in the
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* case that the blueprint hasn't been set yet.
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*
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* This also serves as a repository for blueprint functions
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* that operate on tangible actors.
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*
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*/
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UCLASS()
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class INTEGRATION_API UlxTangible : public UObject
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{
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GENERATED_BODY()
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public:
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UlxTangible();
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// My Tangible Manager.
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UPROPERTY()
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TObjectPtr<UlxTangibleManager> Manager;
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// The tangible ID.
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UPROPERTY()
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uint64 TangibleId;
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UPROPERTY()
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TWeakObjectPtr<AActor> CurrentActor;
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// The name of the current blueprint.
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UPROPERTY()
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FString ActorBlueprintName;
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// Animation tracker
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FlxAnimTracker AnimTracker;
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// Current Plane.
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FName Plane;
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// True if luprex thinks this object is Near the player.
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bool NearAccordingToLuprex;
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// True if unreal thinks this object is Near the player.
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bool NearAccordingToUnreal;
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public:
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// Initialize a new tangible.
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//
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// This links the tangible to its TangibleManager and
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// sets the tangible's ID.
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//
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void Init(UlxTangibleManager *tm, int64 id);
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// Destroy a tangible.
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//
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// Delete the actor associated with the tangible, if any,
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// and clean up everything else.
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//
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void Destroy();
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// Get the actor associated with this tangible.
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//
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// Note that this may return nullptr: it is valid for a
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// tangible to have no actor associated with it. This
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// is most commonly the case if the blueprint class of
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// the tangible is set to nullptr.
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//
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// Also bear in mind that if a tangible changes its blueprint
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// class, then the actor will have to be deleted and
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// recreated. In that case, GetActor will return a different
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// pointer than before the blueprint change.
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//
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AActor* GetActor() const { return CurrentActor.Get(); }
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// Get the location of the tangible.
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//
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// Note that if the actor is nullptr, the location is always
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// at the origin.
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//
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FVector GetLocation() const;
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// Update the animation queue from Luprex.
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//
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// This reads the animation queue, and copies it
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// into the animtracker.
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//
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void UpdateAnimationQueue(std::string_view aq);
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// Execute AnimStateChanged, if the 'changed' bit is set.
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//
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void MaybeExecuteAnimStateChanged();
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// Convert an actor to a tangible.
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//
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// The logging version of this function will generate a log
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// message if the actor is not a tangible, and it will then return
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// nullptr. The quiet version will just return nullptr.
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//
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static UlxTangible *GetActorTangibleQuiet(AActor *actor);
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static UlxTangible *GetActorTangibleOrLog(AActor *actor);
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private:
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// Set the actor's blueprint, and recreate the actor if necessary.
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//
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// If the blueprint is the empty string, deletes the actor.
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// If the blueprint is not the empty string, creates an actor of the
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// correct class. This is a no-op if the actor already exists and
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// is already of the correct blueprint class.
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//
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void SetActorBlueprint(const FString &name);
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public:
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UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = "Luprex|Animation Queue")
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static void GetCurrentAnimation(AActor *target, FlxAnimationStep &step);
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UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "Target"), Category = "Luprex|Animation Queue")
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static void FinishedAnimation(AActor *Target, const FlxAnimationStep &Step, bool AutoUpdate = true);
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UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = "Luprex|Animation Queue")
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static void SetAutoFinish(AActor *target, const FString &action, const FVector &xyz);
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UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = "Luprex|Tangible")
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static FString GetTangiblePlane(AActor* target);
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UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = "Luprex|Tangible")
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static void SetTangiblePlane(AActor* target, const FString& plane);
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UFUNCTION(BlueprintPure, Meta = (DefaultToSelf = "target"), Category = "Luprex|Tangible")
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static bool IsCurrentPlayer(AActor *target);
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UFUNCTION(BlueprintPure, Meta = (DefaultToSelf = "target"), Category = "Luprex|Tangible")
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static bool IsLuprexTangible(AActor *target);
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};
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/**
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*
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* UlxTangibleComponent
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*
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* The TangibleComponent holds a pointer to the Tangible.
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* This is the only purpose it serves: to make it possible to
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* have the Actor point to its corresponding Tangible.
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*
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* The TangibleComponent is procedurally inserted into the Actor.
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* The TangibleComponent is not visible to blueprints.
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*
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*/
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UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
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class INTEGRATION_API UlxTangibleComponent : public UActorComponent
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{
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GENERATED_BODY()
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public:
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UlxTangibleComponent() : Tangible(nullptr) {}
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// The actor that we're a part of.
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UPROPERTY()
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TWeakObjectPtr<UlxTangible> Tangible;
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};
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