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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 "LyraPawnExtensionComponent.generated.h"
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| #define UE_API LYRAGAME_API
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| namespace EEndPlayReason { enum Type : int; }
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| class UGameFrameworkComponentManager;
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| class ULyraAbilitySystemComponent;
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| class ULyraPawnData;
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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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| UCLASS(MinimalAPI)
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| class ULyraPawnExtensionComponent : 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 ULyraPawnExtensionComponent(const FObjectInitializer& ObjectInitializer);
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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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| UFUNCTION(BlueprintPure, Category = "Lyra|Pawn")
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| static ULyraPawnExtensionComponent* FindPawnExtensionComponent(const AActor* Actor) { return (Actor ? Actor->FindComponentByClass<ULyraPawnExtensionComponent>() : nullptr); }
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| template <class T>
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| const T* GetPawnData() const { return Cast<T>(PawnData); }
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| UE_API void SetPawnData(const ULyraPawnData* InPawnData);
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| UFUNCTION(BlueprintPure, Category = "Lyra|Pawn")
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| ULyraAbilitySystemComponent* GetLyraAbilitySystemComponent() const { return AbilitySystemComponent; }
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| UE_API void InitializeAbilitySystem(ULyraAbilitySystemComponent* InASC, AActor* InOwnerActor);
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| UE_API void UninitializeAbilitySystem();
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| UE_API void HandleControllerChanged();
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| UE_API void HandlePlayerStateReplicated();
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| UE_API void SetupPlayerInputComponent();
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| UE_API void OnAbilitySystemInitialized_RegisterAndCall(FSimpleMulticastDelegate::FDelegate Delegate);
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| UE_API void OnAbilitySystemUninitialized_Register(FSimpleMulticastDelegate::FDelegate Delegate);
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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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| UFUNCTION()
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| UE_API void OnRep_PawnData();
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| FSimpleMulticastDelegate OnAbilitySystemInitialized;
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| FSimpleMulticastDelegate OnAbilitySystemUninitialized;
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| UPROPERTY(EditInstanceOnly, ReplicatedUsing = OnRep_PawnData, Category = "Lyra|Pawn")
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| TObjectPtr<const ULyraPawnData> PawnData;
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| UPROPERTY(Transient)
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| TObjectPtr<ULyraAbilitySystemComponent> AbilitySystemComponent;
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| };
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| #undef UE_API
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