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| #pragma once
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| #include "Components/GameFrameworkInitStateInterface.h"
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| #include "Components/PawnComponent.h"
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| #include "GameFeatures/GameFeatureAction_AddInputContextMapping.h"
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| #include "GameplayAbilitySpecHandle.h"
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| #include "LyraHeroComponent.generated.h"
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| #define UE_API LYRAGAME_API
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| namespace EEndPlayReason { enum Type : int; }
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| struct FLoadedMappableConfigPair;
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| struct FMappableConfigPair;
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| class UGameFrameworkComponentManager;
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| class UInputComponent;
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| class ULyraCameraMode;
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| class ULyraInputConfig;
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| class UObject;
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| struct FActorInitStateChangedParams;
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| struct FFrame;
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| struct FGameplayTag;
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| struct FInputActionValue;
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| UCLASS(MinimalAPI, Blueprintable, Meta=(BlueprintSpawnableComponent))
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| class ULyraHeroComponent : public UPawnComponent, public IGameFrameworkInitStateInterface
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| {
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| GENERATED_BODY()
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| public:
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| UE_API ULyraHeroComponent(const FObjectInitializer& ObjectInitializer);
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| UFUNCTION(BlueprintPure, Category = "Lyra|Hero")
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| static ULyraHeroComponent* FindHeroComponent(const AActor* Actor) { return (Actor ? Actor->FindComponentByClass<ULyraHeroComponent>() : nullptr); }
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| UE_API void SetAbilityCameraMode(TSubclassOf<ULyraCameraMode> CameraMode, const FGameplayAbilitySpecHandle& OwningSpecHandle);
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| UE_API void ClearAbilityCameraMode(const FGameplayAbilitySpecHandle& OwningSpecHandle);
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| UE_API void AddAdditionalInputConfig(const ULyraInputConfig* InputConfig);
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| UE_API void RemoveAdditionalInputConfig(const ULyraInputConfig* InputConfig);
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| UE_API bool IsReadyToBindInputs() const;
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| static UE_API const FName NAME_BindInputsNow;
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| static UE_API const FName NAME_ActorFeatureName;
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| virtual FName GetFeatureName() const override { return NAME_ActorFeatureName; }
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| UE_API virtual bool CanChangeInitState(UGameFrameworkComponentManager* Manager, FGameplayTag CurrentState, FGameplayTag DesiredState) const override;
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| UE_API virtual void HandleChangeInitState(UGameFrameworkComponentManager* Manager, FGameplayTag CurrentState, FGameplayTag DesiredState) override;
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| UE_API virtual void OnActorInitStateChanged(const FActorInitStateChangedParams& Params) override;
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| UE_API virtual void CheckDefaultInitialization() override;
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| protected:
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| UE_API virtual void OnRegister() override;
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| UE_API virtual void BeginPlay() override;
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| UE_API virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
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| UE_API virtual void InitializePlayerInput(UInputComponent* PlayerInputComponent);
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| UE_API void Input_AbilityInputTagPressed(FGameplayTag InputTag);
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| UE_API void Input_AbilityInputTagReleased(FGameplayTag InputTag);
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| UE_API void Input_Move(const FInputActionValue& InputActionValue);
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| UE_API void Input_LookMouse(const FInputActionValue& InputActionValue);
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| UE_API void Input_LookStick(const FInputActionValue& InputActionValue);
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| UE_API void Input_Crouch(const FInputActionValue& InputActionValue);
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| UE_API void Input_AutoRun(const FInputActionValue& InputActionValue);
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| UE_API TSubclassOf<ULyraCameraMode> DetermineCameraMode() const;
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| protected:
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| UPROPERTY(EditAnywhere)
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| TArray<FInputMappingContextAndPriority> DefaultInputMappings;
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| UPROPERTY()
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| TSubclassOf<ULyraCameraMode> AbilityCameraMode;
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| FGameplayAbilitySpecHandle AbilityCameraModeOwningSpecHandle;
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| bool bReadyToBindInputs;
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| };
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| #undef UE_API
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