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| // Copyright Epic Games, Inc. All Rights Reserved. | |
| class AActor; | |
| class AController; | |
| class ALyraPlayerController; | |
| class ALyraPlayerState; | |
| class FLifetimeProperty; | |
| class IRepChangedPropertyTracker; | |
| class UAbilitySystemComponent; | |
| class UInputComponent; | |
| class ULyraAbilitySystemComponent; | |
| class ULyraCameraComponent; | |
| class ULyraHealthComponent; | |
| class ULyraPawnExtensionComponent; | |
| class UObject; | |
| struct FFrame; | |
| struct FGameplayTag; | |
| struct FGameplayTagContainer; | |
| /** | |
| * FLyraReplicatedAcceleration: Compressed representation of acceleration | |
| */ | |
| USTRUCT() | |
| struct FLyraReplicatedAcceleration | |
| { | |
| GENERATED_BODY() | |
| UPROPERTY() | |
| uint8 AccelXYRadians = 0; // Direction of XY accel component, quantized to represent [0, 2*pi] | |
| UPROPERTY() | |
| uint8 AccelXYMagnitude = 0; //Accel rate of XY component, quantized to represent [0, MaxAcceleration] | |
| UPROPERTY() | |
| int8 AccelZ = 0; // Raw Z accel rate component, quantized to represent [-MaxAcceleration, MaxAcceleration] | |
| }; | |
| /** The type we use to send FastShared movement updates. */ | |
| USTRUCT() | |
| struct FSharedRepMovement | |
| { | |
| GENERATED_BODY() | |
| FSharedRepMovement(); | |
| bool FillForCharacter(ACharacter* Character); | |
| bool Equals(const FSharedRepMovement& Other, ACharacter* Character) const; | |
| bool NetSerialize(FArchive& Ar, class UPackageMap* Map, bool& bOutSuccess); | |
| UPROPERTY(Transient) | |
| FRepMovement RepMovement; | |
| UPROPERTY(Transient) | |
| float RepTimeStamp = 0.0f; | |
| UPROPERTY(Transient) | |
| uint8 RepMovementMode = 0; | |
| UPROPERTY(Transient) | |
| bool bProxyIsJumpForceApplied = false; | |
| UPROPERTY(Transient) | |
| bool bIsCrouched = false; | |
| }; | |
| template<> | |
| struct TStructOpsTypeTraits<FSharedRepMovement> : public TStructOpsTypeTraitsBase2<FSharedRepMovement> | |
| { | |
| enum | |
| { | |
| WithNetSerializer = true, | |
| WithNetSharedSerialization = true, | |
| }; | |
| }; | |
| /** | |
| * ALyraCharacter | |
| * | |
| * The base character pawn class used by this project. | |
| * Responsible for sending events to pawn components. | |
| * New behavior should be added via pawn components when possible. | |
| */ | |
| UCLASS(MinimalAPI, Config = Game, Meta = (ShortTooltip = "The base character pawn class used by this project.")) | |
| class ALyraCharacter : public AModularCharacter, public IAbilitySystemInterface, public IGameplayCueInterface, public IGameplayTagAssetInterface, public ILyraTeamAgentInterface | |
| { | |
| GENERATED_BODY() | |
| public: | |
| UE_API ALyraCharacter(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); | |
| UFUNCTION(BlueprintCallable, Category = "Lyra|Character") | |
| UE_API ALyraPlayerController* GetLyraPlayerController() const; | |
| UFUNCTION(BlueprintCallable, Category = "Lyra|Character") | |
| UE_API ALyraPlayerState* GetLyraPlayerState() const; | |
| UFUNCTION(BlueprintCallable, Category = "Lyra|Character") | |
| UE_API ULyraAbilitySystemComponent* GetLyraAbilitySystemComponent() const; | |
| UE_API virtual UAbilitySystemComponent* GetAbilitySystemComponent() const override; | |
| UE_API virtual void GetOwnedGameplayTags(FGameplayTagContainer& TagContainer) const override; | |
| UE_API virtual bool HasMatchingGameplayTag(FGameplayTag TagToCheck) const override; | |
| UE_API virtual bool HasAllMatchingGameplayTags(const FGameplayTagContainer& TagContainer) const override; | |
| UE_API virtual bool HasAnyMatchingGameplayTags(const FGameplayTagContainer& TagContainer) const override; | |
| UE_API void ToggleCrouch(); | |
| //~AActor interface | |
| UE_API virtual void PreInitializeComponents() override; | |
| UE_API virtual void BeginPlay() override; | |
| UE_API virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override; | |
| UE_API virtual void Reset() override; | |
| UE_API virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override; | |
| UE_API virtual void PreReplication(IRepChangedPropertyTracker& ChangedPropertyTracker) override; | |
| //~End of AActor interface | |
| //~APawn interface | |
| UE_API virtual void NotifyControllerChanged() 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 | |
| /** RPCs that is called on frames when default property replication is skipped. This replicates a single movement update to everyone. */ | |
| UFUNCTION(NetMulticast, unreliable) | |
| UE_API void FastSharedReplication(const FSharedRepMovement& SharedRepMovement); | |
| // Last FSharedRepMovement we sent, to avoid sending repeatedly. | |
| FSharedRepMovement LastSharedReplication; | |
| UE_API virtual bool UpdateSharedReplication(); | |
| protected: | |
| UE_API virtual void OnAbilitySystemInitialized(); | |
| UE_API virtual void OnAbilitySystemUninitialized(); | |
| UE_API virtual void PossessedBy(AController* NewController) override; | |
| UE_API virtual void UnPossessed() override; | |
| UE_API virtual void OnRep_Controller() override; | |
| UE_API virtual void OnRep_PlayerState() override; | |
| UE_API virtual void SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) override; | |
| UE_API void InitializeGameplayTags(); | |
| UE_API virtual void FellOutOfWorld(const class UDamageType& dmgType) override; | |
| // Begins the death sequence for the character (disables collision, disables movement, etc...) | |
| UFUNCTION() | |
| UE_API virtual void OnDeathStarted(AActor* OwningActor); | |
| // Ends the death sequence for the character (detaches controller, destroys pawn, etc...) | |
| UFUNCTION() | |
| UE_API virtual void OnDeathFinished(AActor* OwningActor); | |
| UE_API void DisableMovementAndCollision(); | |
| UE_API void DestroyDueToDeath(); | |
| UE_API void UninitAndDestroy(); | |
| // Called when the death sequence for the character has completed | |
| UFUNCTION(BlueprintImplementableEvent, meta=(DisplayName="OnDeathFinished")) | |
| UE_API void K2_OnDeathFinished(); | |
| UE_API virtual void OnMovementModeChanged(EMovementMode PrevMovementMode, uint8 PreviousCustomMode) override; | |
| UE_API void SetMovementModeTag(EMovementMode MovementMode, uint8 CustomMovementMode, bool bTagEnabled); | |
| UE_API virtual void OnStartCrouch(float HalfHeightAdjust, float ScaledHalfHeightAdjust) override; | |
| UE_API virtual void OnEndCrouch(float HalfHeightAdjust, float ScaledHalfHeightAdjust) override; | |
| UE_API virtual bool CanJumpInternal_Implementation() const; | |
| private: | |
| UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Lyra|Character", Meta = (AllowPrivateAccess = "true")) | |
| TObjectPtr<ULyraPawnExtensionComponent> PawnExtComponent; | |
| UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Lyra|Character", Meta = (AllowPrivateAccess = "true")) | |
| TObjectPtr<ULyraHealthComponent> HealthComponent; | |
| UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Lyra|Character", Meta = (AllowPrivateAccess = "true")) | |
| TObjectPtr<ULyraCameraComponent> CameraComponent; | |
| UPROPERTY(Transient, ReplicatedUsing = OnRep_ReplicatedAcceleration) | |
| FLyraReplicatedAcceleration ReplicatedAcceleration; | |
| UPROPERTY(ReplicatedUsing = OnRep_MyTeamID) | |
| FGenericTeamId MyTeamID; | |
| UPROPERTY() | |
| FOnLyraTeamIndexChangedDelegate OnTeamChangedDelegate; | |
| 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); | |
| UFUNCTION() | |
| UE_API void OnRep_ReplicatedAcceleration(); | |
| UFUNCTION() | |
| UE_API void OnRep_MyTeamID(FGenericTeamId OldTeamID); | |
| }; | |