File size: 3,337 Bytes
7fd553e | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 | // Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "GameFramework/CheatManager.h"
#include "LyraCheatManager.generated.h"
class ULyraAbilitySystemComponent;
#ifndef USING_CHEAT_MANAGER
#define USING_CHEAT_MANAGER (1 && !UE_BUILD_SHIPPING)
#endif // #ifndef USING_CHEAT_MANAGER
DECLARE_LOG_CATEGORY_EXTERN(LogLyraCheat, Log, All);
/**
* ULyraCheatManager
*
* Base cheat manager class used by this project.
*/
UCLASS(config = Game, Within = PlayerController, MinimalAPI)
class ULyraCheatManager : public UCheatManager
{
GENERATED_BODY()
public:
ULyraCheatManager();
virtual void InitCheatManager() override;
// Helper function to write text to the console and to the log.
static void CheatOutputText(const FString& TextToOutput);
// Runs a cheat on the server for the owning player.
UFUNCTION(exec)
void Cheat(const FString& Msg);
// Runs a cheat on the server for the all players.
UFUNCTION(exec)
void CheatAll(const FString& Msg);
// Starts the next match
UFUNCTION(Exec, BlueprintAuthorityOnly)
void PlayNextGame();
UFUNCTION(Exec)
virtual void ToggleFixedCamera();
UFUNCTION(Exec)
virtual void CycleDebugCameras();
UFUNCTION(Exec)
virtual void CycleAbilitySystemDebug();
// Forces input activated abilities to be canceled. Useful for tracking down ability interruption bugs.
UFUNCTION(Exec, BlueprintAuthorityOnly)
virtual void CancelActivatedAbilities();
// Adds the dynamic tag to the owning player's ability system component.
UFUNCTION(Exec, BlueprintAuthorityOnly)
virtual void AddTagToSelf(FString TagName);
// Removes the dynamic tag from the owning player's ability system component.
UFUNCTION(Exec, BlueprintAuthorityOnly)
virtual void RemoveTagFromSelf(FString TagName);
// Applies the specified damage amount to the owning player.
UFUNCTION(Exec, BlueprintAuthorityOnly)
virtual void DamageSelf(float DamageAmount);
// Applies the specified damage amount to the actor that the player is looking at.
virtual void DamageTarget(float DamageAmount) override;
// Applies the specified amount of healing to the owning player.
UFUNCTION(Exec, BlueprintAuthorityOnly)
virtual void HealSelf(float HealAmount);
// Applies the specified amount of healing to the actor that the player is looking at.
UFUNCTION(Exec, BlueprintAuthorityOnly)
virtual void HealTarget(float HealAmount);
// Applies enough damage to kill the owning player.
UFUNCTION(Exec, BlueprintAuthorityOnly)
virtual void DamageSelfDestruct();
// Prevents the owning player from taking any damage.
virtual void God() override;
// Prevents the owning player from dropping below 1 health.
UFUNCTION(Exec, BlueprintAuthorityOnly)
virtual void UnlimitedHealth(int32 Enabled = -1);
protected:
virtual void EnableDebugCamera() override;
virtual void DisableDebugCamera() override;
bool InDebugCamera() const;
virtual void EnableFixedCamera();
virtual void DisableFixedCamera();
bool InFixedCamera() const;
void ApplySetByCallerDamage(ULyraAbilitySystemComponent* LyraASC, float DamageAmount);
void ApplySetByCallerHeal(ULyraAbilitySystemComponent* LyraASC, float HealAmount);
ULyraAbilitySystemComponent* GetPlayerAbilitySystemComponent() const;
};
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