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| #pragma once
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| #include "Components/GameStateComponent.h"
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| #include "LyraPlayerSpawningManagerComponent.generated.h"
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| #define UE_API LYRAGAME_API
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| class AController;
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| class APlayerController;
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| class APlayerState;
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| class APlayerStart;
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| class ALyraPlayerStart;
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| class AActor;
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| UCLASS(MinimalAPI)
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| class ULyraPlayerSpawningManagerComponent : public UGameStateComponent
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| {
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| GENERATED_BODY()
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| public:
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| UE_API ULyraPlayerSpawningManagerComponent(const FObjectInitializer& ObjectInitializer);
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| UE_API virtual void InitializeComponent() override;
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| UE_API virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
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| protected:
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| UE_API APlayerStart* GetFirstRandomUnoccupiedPlayerStart(AController* Controller, const TArray<ALyraPlayerStart*>& FoundStartPoints) const;
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| virtual AActor* OnChoosePlayerStart(AController* Player, TArray<ALyraPlayerStart*>& PlayerStarts) { return nullptr; }
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| virtual void OnFinishRestartPlayer(AController* Player, const FRotator& StartRotation) { }
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| UFUNCTION(BlueprintImplementableEvent, meta=(DisplayName=OnFinishRestartPlayer))
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| UE_API void K2_OnFinishRestartPlayer(AController* Player, const FRotator& StartRotation);
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| private:
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| UE_API AActor* ChoosePlayerStart(AController* Player);
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| UE_API bool ControllerCanRestart(AController* Player);
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| UE_API void FinishRestartPlayer(AController* NewPlayer, const FRotator& StartRotation);
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| friend class ALyraGameMode;
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| UPROPERTY(Transient)
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| TArray<TWeakObjectPtr<ALyraPlayerStart>> CachedPlayerStarts;
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| private:
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| UE_API void OnLevelAdded(ULevel* InLevel, UWorld* InWorld);
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| UE_API void HandleOnActorSpawned(AActor* SpawnedActor);
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| #if WITH_EDITOR
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| UE_API APlayerStart* FindPlayFromHereStart(AController* Player);
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| #endif
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| };
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| #undef UE_API
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