Files
integration/Source/Integration/Tangible.h

186 lines
5.2 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;
/**
*
* 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 name of the current blueprint.
UPROPERTY()
FString ActorBlueprintName;
// 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;
// Update the animation queue from Luprex.
//
// This reads the animation queue, and copies it
// into the animtracker.
//
void UpdateAnimationQueue(std::string_view aq);
// Execute AnimStateChanged, if the 'changed' bit is set.
//
void MaybeExecuteAnimStateChanged();
// Convert an actor to a tangible.
//
// The logging version of this function will generate a log
// message if the actor is not a tangible, and it will then return
// nullptr. The quiet version will just return nullptr.
//
static UlxTangible *GetActorTangibleQuiet(AActor *actor);
static UlxTangible *GetActorTangibleOrLog(AActor *actor);
private:
// Set the actor's blueprint, and recreate the actor if necessary.
//
// If the blueprint is the empty string, deletes the actor.
// If the blueprint is not the empty string, creates an actor of the
// correct class. This is a no-op if the actor already exists and
// is already of the correct blueprint class.
//
void SetActorBlueprint(const FString &name);
public:
UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = "Luprex|Animation Queue")
static void GetCurrentAnimation(AActor *target, FlxAnimationStep &step);
UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "Target"), Category = "Luprex|Animation Queue")
static void FinishedAnimation(AActor *Target, const FlxAnimationStep &Step, bool AutoUpdate = true);
UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = "Luprex|Animation Queue")
static void SetAutoFinish(AActor *target, const FString &action, const FVector &xyz);
UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = "Luprex|Tangible")
static FString GetTangiblePlane(AActor* target);
UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = "Luprex|Tangible")
static void SetTangiblePlane(AActor* target, const FString& plane);
UFUNCTION(BlueprintPure, Meta = (DefaultToSelf = "target"), Category = "Luprex|Tangible")
static bool IsCurrentPlayer(AActor *target);
UFUNCTION(BlueprintPure, Meta = (DefaultToSelf = "target"), Category = "Luprex|Tangible")
static bool IsLuprexTangible(AActor *target);
};
/**
*
* 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;
};