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| #include "LyraUICameraManagerComponent.h"
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| #include "GameFramework/HUD.h"
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| #include "GameFramework/PlayerController.h"
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| #include "LyraPlayerCameraManager.h"
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| #include UE_INLINE_GENERATED_CPP_BY_NAME(LyraUICameraManagerComponent)
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| class AActor;
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| class FDebugDisplayInfo;
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| ULyraUICameraManagerComponent* ULyraUICameraManagerComponent::GetComponent(APlayerController* PC)
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| {
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| if (PC != nullptr)
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| {
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| if (ALyraPlayerCameraManager* PCCamera = Cast<ALyraPlayerCameraManager>(PC->PlayerCameraManager))
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| {
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| return PCCamera->GetUICameraComponent();
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| }
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| }
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| return nullptr;
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| }
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| ULyraUICameraManagerComponent::ULyraUICameraManagerComponent()
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| {
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| bWantsInitializeComponent = true;
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| if (!HasAnyFlags(RF_ClassDefaultObject))
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| {
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| if (!IsRunningDedicatedServer())
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| {
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| AHUD::OnShowDebugInfo.AddUObject(this, &ThisClass::OnShowDebugInfo);
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| }
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| }
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| }
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| void ULyraUICameraManagerComponent::InitializeComponent()
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| {
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| Super::InitializeComponent();
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| }
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| void ULyraUICameraManagerComponent::SetViewTarget(AActor* InViewTarget, FViewTargetTransitionParams TransitionParams)
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| {
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| TGuardValue<bool> UpdatingViewTargetGuard(bUpdatingViewTarget, true);
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| ViewTarget = InViewTarget;
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| CastChecked<ALyraPlayerCameraManager>(GetOwner())->SetViewTarget(ViewTarget, TransitionParams);
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| }
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| bool ULyraUICameraManagerComponent::NeedsToUpdateViewTarget() const
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| {
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| return false;
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| }
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| void ULyraUICameraManagerComponent::UpdateViewTarget(struct FTViewTarget& OutVT, float DeltaTime)
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| {
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| }
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| void ULyraUICameraManagerComponent::OnShowDebugInfo(AHUD* HUD, UCanvas* Canvas, const FDebugDisplayInfo& DisplayInfo, float& YL, float& YPos)
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| {
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| }
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