Download LyraStarterGame/Source/LyraGame/Character/LyraPawnExtensionComponent.h from Alexhas2/unitysamples: direct link, hf CLI and curl.
- Browser
- Download file 4.68 kB
-
https://huggingface.co/datasets/Alexhas2/unitysamples/resolve/main/LyraStarterGame/Source/LyraGame/Character/LyraPawnExtensionComponent.h
- Command line
-
hf download hf://datasets/Alexhas2/unitysamples/LyraStarterGame/Source/LyraGame/Character/LyraPawnExtensionComponent.h
-
curl -L -o LyraPawnExtensionComponent.h https://huggingface.co/datasets/Alexhas2/unitysamples/resolve/main/LyraStarterGame/Source/LyraGame/Character/LyraPawnExtensionComponent.h
4.68 kB
| // Copyright Epic Games, Inc. All Rights Reserved. | |
| namespace EEndPlayReason { enum Type : int; } | |
| class UGameFrameworkComponentManager; | |
| class ULyraAbilitySystemComponent; | |
| class ULyraPawnData; | |
| class UObject; | |
| struct FActorInitStateChangedParams; | |
| struct FFrame; | |
| struct FGameplayTag; | |
| /** | |
| * Component that adds functionality to all Pawn classes so it can be used for characters/vehicles/etc. | |
| * This coordinates the initialization of other components. | |
| */ | |
| UCLASS(MinimalAPI) | |
| class ULyraPawnExtensionComponent : public UPawnComponent, public IGameFrameworkInitStateInterface | |
| { | |
| GENERATED_BODY() | |
| public: | |
| UE_API ULyraPawnExtensionComponent(const FObjectInitializer& ObjectInitializer); | |
| /** The name of this overall feature, this one depends on the other named component features */ | |
| static UE_API const FName NAME_ActorFeatureName; | |
| //~ Begin IGameFrameworkInitStateInterface interface | |
| virtual FName GetFeatureName() const override { return NAME_ActorFeatureName; } | |
| UE_API virtual bool CanChangeInitState(UGameFrameworkComponentManager* Manager, FGameplayTag CurrentState, FGameplayTag DesiredState) const override; | |
| UE_API virtual void HandleChangeInitState(UGameFrameworkComponentManager* Manager, FGameplayTag CurrentState, FGameplayTag DesiredState) override; | |
| UE_API virtual void OnActorInitStateChanged(const FActorInitStateChangedParams& Params) override; | |
| UE_API virtual void CheckDefaultInitialization() override; | |
| //~ End IGameFrameworkInitStateInterface interface | |
| /** Returns the pawn extension component if one exists on the specified actor. */ | |
| UFUNCTION(BlueprintPure, Category = "Lyra|Pawn") | |
| static ULyraPawnExtensionComponent* FindPawnExtensionComponent(const AActor* Actor) { return (Actor ? Actor->FindComponentByClass<ULyraPawnExtensionComponent>() : nullptr); } | |
| /** Gets the pawn data, which is used to specify pawn properties in data */ | |
| template <class T> | |
| const T* GetPawnData() const { return Cast<T>(PawnData); } | |
| /** Sets the current pawn data */ | |
| UE_API void SetPawnData(const ULyraPawnData* InPawnData); | |
| /** Gets the current ability system component, which may be owned by a different actor */ | |
| UFUNCTION(BlueprintPure, Category = "Lyra|Pawn") | |
| ULyraAbilitySystemComponent* GetLyraAbilitySystemComponent() const { return AbilitySystemComponent; } | |
| /** Should be called by the owning pawn to become the avatar of the ability system. */ | |
| UE_API void InitializeAbilitySystem(ULyraAbilitySystemComponent* InASC, AActor* InOwnerActor); | |
| /** Should be called by the owning pawn to remove itself as the avatar of the ability system. */ | |
| UE_API void UninitializeAbilitySystem(); | |
| /** Should be called by the owning pawn when the pawn's controller changes. */ | |
| UE_API void HandleControllerChanged(); | |
| /** Should be called by the owning pawn when the player state has been replicated. */ | |
| UE_API void HandlePlayerStateReplicated(); | |
| /** Should be called by the owning pawn when the input component is setup. */ | |
| UE_API void SetupPlayerInputComponent(); | |
| /** Register with the OnAbilitySystemInitialized delegate and broadcast if our pawn has been registered with the ability system component */ | |
| UE_API void OnAbilitySystemInitialized_RegisterAndCall(FSimpleMulticastDelegate::FDelegate Delegate); | |
| /** Register with the OnAbilitySystemUninitialized delegate fired when our pawn is removed as the ability system's avatar actor */ | |
| UE_API void OnAbilitySystemUninitialized_Register(FSimpleMulticastDelegate::FDelegate Delegate); | |
| protected: | |
| UE_API virtual void OnRegister() override; | |
| UE_API virtual void BeginPlay() override; | |
| UE_API virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override; | |
| UFUNCTION() | |
| UE_API void OnRep_PawnData(); | |
| /** Delegate fired when our pawn becomes the ability system's avatar actor */ | |
| FSimpleMulticastDelegate OnAbilitySystemInitialized; | |
| /** Delegate fired when our pawn is removed as the ability system's avatar actor */ | |
| FSimpleMulticastDelegate OnAbilitySystemUninitialized; | |
| /** Pawn data used to create the pawn. Specified from a spawn function or on a placed instance. */ | |
| UPROPERTY(EditInstanceOnly, ReplicatedUsing = OnRep_PawnData, Category = "Lyra|Pawn") | |
| TObjectPtr<const ULyraPawnData> PawnData; | |
| /** Pointer to the ability system component that is cached for convenience. */ | |
| UPROPERTY(Transient) | |
| TObjectPtr<ULyraAbilitySystemComponent> AbilitySystemComponent; | |
| }; | |