| // Copyright Epic Games, Inc. All Rights Reserved. | |
| class ILyraTeamAgentInterface; | |
| struct FFrame; | |
| DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FTeamObservedAsyncDelegate, bool, bTeamSet, int32, TeamId); | |
| /** | |
| * Watches for team changes in the specified object | |
| */ | |
| UCLASS() | |
| class UAsyncAction_ObserveTeam : public UCancellableAsyncAction | |
| { | |
| GENERATED_UCLASS_BODY() | |
| public: | |
| // Watches for team changes on the specified team agent | |
| // - It will will fire once immediately to give the current team assignment | |
| // - For anything that can ever belong to a team (implements ILyraTeamAgentInterface), | |
| // it will also listen for team assignment changes in the future | |
| UFUNCTION(BlueprintCallable, meta=(BlueprintInternalUseOnly="true", Keywords="Watch")) | |
| static UAsyncAction_ObserveTeam* ObserveTeam(UObject* TeamAgent); | |
| //~UBlueprintAsyncActionBase interface | |
| virtual void Activate() override; | |
| virtual void SetReadyToDestroy() override; | |
| //~End of UBlueprintAsyncActionBase interface | |
| public: | |
| // Called when the team is set or changed | |
| UPROPERTY(BlueprintAssignable) | |
| FTeamObservedAsyncDelegate OnTeamChanged; | |
| private: | |
| // Watches for team changes on the specified team actor | |
| static UAsyncAction_ObserveTeam* InternalObserveTeamChanges(TScriptInterface<ILyraTeamAgentInterface> TeamActor); | |
| private: | |
| UFUNCTION() | |
| void OnWatchedAgentChangedTeam(UObject* TeamAgent, int32 OldTeam, int32 NewTeam); | |
| TWeakInterfacePtr<ILyraTeamAgentInterface> TeamInterfacePtr; | |
| }; | |