| // Copyright Epic Games, Inc. All Rights Reserved. | |
| class AController; | |
| class UObject; | |
| struct FFrame; | |
| /** | |
| * ALyraPawn | |
| */ | |
| UCLASS(MinimalAPI) | |
| class ALyraPawn : public AModularPawn, public ILyraTeamAgentInterface | |
| { | |
| GENERATED_BODY() | |
| public: | |
| UE_API ALyraPawn(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); | |
| //~AActor interface | |
| UE_API virtual void PreInitializeComponents() override; | |
| UE_API virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override; | |
| //~End of AActor interface | |
| //~APawn interface | |
| UE_API virtual void PossessedBy(AController* NewController) override; | |
| UE_API virtual void UnPossessed() override; | |
| //~End of APawn 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 | |
| protected: | |
| // Called to determine what happens to the team ID when possession ends | |
| virtual FGenericTeamId DetermineNewTeamAfterPossessionEnds(FGenericTeamId OldTeamID) const | |
| { | |
| // This could be changed to return, e.g., OldTeamID if you want to keep it assigned afterwards, or return an ID for some neutral faction, or etc... | |
| return FGenericTeamId::NoTeam; | |
| } | |
| private: | |
| UFUNCTION() | |
| UE_API void OnControllerChangedTeam(UObject* TeamAgent, int32 OldTeam, int32 NewTeam); | |
| private: | |
| UPROPERTY(ReplicatedUsing = OnRep_MyTeamID) | |
| FGenericTeamId MyTeamID; | |
| UPROPERTY() | |
| FOnLyraTeamIndexChangedDelegate OnTeamChangedDelegate; | |
| private: | |
| UFUNCTION() | |
| UE_API void OnRep_MyTeamID(FGenericTeamId OldTeamID); | |
| }; | |