File size: 5,940 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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 | // Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Camera/LyraCameraAssistInterface.h"
#include "CommonPlayerController.h"
#include "Teams/LyraTeamAgentInterface.h"
#include "LyraPlayerController.generated.h"
#define UE_API LYRAGAME_API
struct FGenericTeamId;
class ALyraHUD;
class ALyraPlayerState;
class APawn;
class APlayerState;
class FPrimitiveComponentId;
class IInputInterface;
class ULyraAbilitySystemComponent;
class ULyraSettingsShared;
class UObject;
class UPlayer;
struct FFrame;
/**
* ALyraPlayerController
*
* The base player controller class used by this project.
*/
UCLASS(MinimalAPI, Config = Game, Meta = (ShortTooltip = "The base player controller class used by this project."))
class ALyraPlayerController : public ACommonPlayerController, public ILyraCameraAssistInterface, public ILyraTeamAgentInterface
{
GENERATED_BODY()
public:
UE_API ALyraPlayerController(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
UFUNCTION(BlueprintCallable, Category = "Lyra|PlayerController")
UE_API ALyraPlayerState* GetLyraPlayerState() const;
UFUNCTION(BlueprintCallable, Category = "Lyra|PlayerController")
UE_API ULyraAbilitySystemComponent* GetLyraAbilitySystemComponent() const;
UFUNCTION(BlueprintCallable, Category = "Lyra|PlayerController")
UE_API ALyraHUD* GetLyraHUD() const;
// Call from game state logic to start recording an automatic client replay if ShouldRecordClientReplay returns true
UFUNCTION(BlueprintCallable, Category = "Lyra|PlayerController")
UE_API bool TryToRecordClientReplay();
// Call to see if we should record a replay, subclasses could change this
UE_API virtual bool ShouldRecordClientReplay();
// Run a cheat command on the server.
UFUNCTION(Reliable, Server, WithValidation)
UE_API void ServerCheat(const FString& Msg);
// Run a cheat command on the server for all players.
UFUNCTION(Reliable, Server, WithValidation)
UE_API void ServerCheatAll(const FString& Msg);
//~AActor interface
UE_API virtual void PreInitializeComponents() override;
UE_API virtual void BeginPlay() override;
UE_API virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
UE_API virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
//~End of AActor interface
//~AController interface
UE_API virtual void OnPossess(APawn* InPawn) override;
UE_API virtual void OnUnPossess() override;
UE_API virtual void InitPlayerState() override;
UE_API virtual void CleanupPlayerState() override;
UE_API virtual void OnRep_PlayerState() override;
//~End of AController interface
//~APlayerController interface
UE_API virtual void ReceivedPlayer() override;
UE_API virtual void PlayerTick(float DeltaTime) override;
UE_API virtual void SetPlayer(UPlayer* InPlayer) override;
UE_API virtual void AddCheats(bool bForce) override;
UE_API virtual void UpdateForceFeedback(IInputInterface* InputInterface, const int32 ControllerId) override;
UE_API virtual void UpdateHiddenComponents(const FVector& ViewLocation, TSet<FPrimitiveComponentId>& OutHiddenComponents) override;
UE_API virtual void PreProcessInput(const float DeltaTime, const bool bGamePaused) override;
UE_API virtual void PostProcessInput(const float DeltaTime, const bool bGamePaused) override;
//~End of APlayerController interface
//~ILyraCameraAssistInterface interface
UE_API virtual void OnCameraPenetratingTarget() override;
//~End of ILyraCameraAssistInterface interface
//~ILyraTeamAgentInterface interface
UE_API virtual void SetGenericTeamId(const FGenericTeamId& NewTeamID) override;
UE_API virtual FGenericTeamId GetGenericTeamId() const override;
UE_API virtual FOnLyraTeamIndexChangedDelegate* GetOnTeamIndexChangedDelegate() override;
//~End of ILyraTeamAgentInterface interface
UFUNCTION(BlueprintCallable, Category = "Lyra|Character")
UE_API void SetIsAutoRunning(const bool bEnabled);
UFUNCTION(BlueprintCallable, Category = "Lyra|Character")
UE_API bool GetIsAutoRunning() const;
private:
UPROPERTY()
FOnLyraTeamIndexChangedDelegate OnTeamChangedDelegate;
UPROPERTY()
TObjectPtr<APlayerState> LastSeenPlayerState;
private:
UFUNCTION()
void OnPlayerStateChangedTeam(UObject* TeamAgent, int32 OldTeam, int32 NewTeam);
protected:
// Called when the player state is set or cleared
UE_API virtual void OnPlayerStateChanged();
private:
void BroadcastOnPlayerStateChanged();
protected:
//~APlayerController interface
//~End of APlayerController interface
UE_API void OnSettingsChanged(ULyraSettingsShared* Settings);
UE_API void OnStartAutoRun();
UE_API void OnEndAutoRun();
UFUNCTION(BlueprintImplementableEvent, meta=(DisplayName="OnStartAutoRun"))
UE_API void K2_OnStartAutoRun();
UFUNCTION(BlueprintImplementableEvent, meta=(DisplayName="OnEndAutoRun"))
UE_API void K2_OnEndAutoRun();
bool bHideViewTargetPawnNextFrame = false;
};
// A player controller used for replay capture and playback
UCLASS()
class ALyraReplayPlayerController : public ALyraPlayerController
{
GENERATED_BODY()
virtual void Tick(float DeltaSeconds) override;
virtual void SmoothTargetViewRotation(APawn* TargetPawn, float DeltaSeconds) override;
virtual bool ShouldRecordClientReplay() override;
// Callback for when the game state's RecorderPlayerState gets replicated during replay playback
void RecorderPlayerStateUpdated(APlayerState* NewRecorderPlayerState);
// Callback for when the followed player state changes pawn
UFUNCTION()
void OnPlayerStatePawnSet(APlayerState* ChangedPlayerState, APawn* NewPlayerPawn, APawn* OldPlayerPawn);
// The player state we are currently following */
UPROPERTY(Transient)
TObjectPtr<APlayerState> FollowedPlayerState;
};
#undef UE_API
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