Download LyraStarterGame/Source/LyraGame/Player/LyraPlayerController.h from Alexhas2/unitysamples: direct link, hf CLI and curl.
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5.94 kB
| // Copyright Epic Games, Inc. All Rights Reserved. | |
| struct FGenericTeamId; | |
| class ALyraHUD; | |
| class ALyraPlayerState; | |
| class APawn; | |
| class APlayerState; | |
| class FPrimitiveComponentId; | |
| class IInputInterface; | |
| class ULyraAbilitySystemComponent; | |
| class ULyraSettingsShared; | |
| class UObject; | |
| class UPlayer; | |
| struct FFrame; | |
| /** | |
| * ALyraPlayerController | |
| * | |
| * The base player controller class used by this project. | |
| */ | |
| UCLASS(MinimalAPI, Config = Game, Meta = (ShortTooltip = "The base player controller class used by this project.")) | |
| class ALyraPlayerController : public ACommonPlayerController, public ILyraCameraAssistInterface, public ILyraTeamAgentInterface | |
| { | |
| GENERATED_BODY() | |
| public: | |
| UE_API ALyraPlayerController(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); | |
| UFUNCTION(BlueprintCallable, Category = "Lyra|PlayerController") | |
| UE_API ALyraPlayerState* GetLyraPlayerState() const; | |
| UFUNCTION(BlueprintCallable, Category = "Lyra|PlayerController") | |
| UE_API ULyraAbilitySystemComponent* GetLyraAbilitySystemComponent() const; | |
| UFUNCTION(BlueprintCallable, Category = "Lyra|PlayerController") | |
| UE_API ALyraHUD* GetLyraHUD() const; | |
| // Call from game state logic to start recording an automatic client replay if ShouldRecordClientReplay returns true | |
| UFUNCTION(BlueprintCallable, Category = "Lyra|PlayerController") | |
| UE_API bool TryToRecordClientReplay(); | |
| // Call to see if we should record a replay, subclasses could change this | |
| UE_API virtual bool ShouldRecordClientReplay(); | |
| // Run a cheat command on the server. | |
| UFUNCTION(Reliable, Server, WithValidation) | |
| UE_API void ServerCheat(const FString& Msg); | |
| // Run a cheat command on the server for all players. | |
| UFUNCTION(Reliable, Server, WithValidation) | |
| UE_API void ServerCheatAll(const FString& Msg); | |
| //~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 GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override; | |
| //~End of AActor interface | |
| //~AController interface | |
| UE_API virtual void OnPossess(APawn* InPawn) override; | |
| UE_API virtual void OnUnPossess() override; | |
| UE_API virtual void InitPlayerState() override; | |
| UE_API virtual void CleanupPlayerState() override; | |
| UE_API virtual void OnRep_PlayerState() override; | |
| //~End of AController interface | |
| //~APlayerController interface | |
| UE_API virtual void ReceivedPlayer() override; | |
| UE_API virtual void PlayerTick(float DeltaTime) override; | |
| UE_API virtual void SetPlayer(UPlayer* InPlayer) override; | |
| UE_API virtual void AddCheats(bool bForce) override; | |
| UE_API virtual void UpdateForceFeedback(IInputInterface* InputInterface, const int32 ControllerId) override; | |
| UE_API virtual void UpdateHiddenComponents(const FVector& ViewLocation, TSet<FPrimitiveComponentId>& OutHiddenComponents) override; | |
| UE_API virtual void PreProcessInput(const float DeltaTime, const bool bGamePaused) override; | |
| UE_API virtual void PostProcessInput(const float DeltaTime, const bool bGamePaused) override; | |
| //~End of APlayerController interface | |
| //~ILyraCameraAssistInterface interface | |
| UE_API virtual void OnCameraPenetratingTarget() override; | |
| //~End of ILyraCameraAssistInterface 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 | |
| UFUNCTION(BlueprintCallable, Category = "Lyra|Character") | |
| UE_API void SetIsAutoRunning(const bool bEnabled); | |
| UFUNCTION(BlueprintCallable, Category = "Lyra|Character") | |
| UE_API bool GetIsAutoRunning() const; | |
| private: | |
| UPROPERTY() | |
| FOnLyraTeamIndexChangedDelegate OnTeamChangedDelegate; | |
| UPROPERTY() | |
| TObjectPtr<APlayerState> LastSeenPlayerState; | |
| private: | |
| UFUNCTION() | |
| void OnPlayerStateChangedTeam(UObject* TeamAgent, int32 OldTeam, int32 NewTeam); | |
| protected: | |
| // Called when the player state is set or cleared | |
| UE_API virtual void OnPlayerStateChanged(); | |
| private: | |
| void BroadcastOnPlayerStateChanged(); | |
| protected: | |
| //~APlayerController interface | |
| //~End of APlayerController interface | |
| UE_API void OnSettingsChanged(ULyraSettingsShared* Settings); | |
| UE_API void OnStartAutoRun(); | |
| UE_API void OnEndAutoRun(); | |
| UFUNCTION(BlueprintImplementableEvent, meta=(DisplayName="OnStartAutoRun")) | |
| UE_API void K2_OnStartAutoRun(); | |
| UFUNCTION(BlueprintImplementableEvent, meta=(DisplayName="OnEndAutoRun")) | |
| UE_API void K2_OnEndAutoRun(); | |
| bool bHideViewTargetPawnNextFrame = false; | |
| }; | |
| // A player controller used for replay capture and playback | |
| UCLASS() | |
| class ALyraReplayPlayerController : public ALyraPlayerController | |
| { | |
| GENERATED_BODY() | |
| virtual void Tick(float DeltaSeconds) override; | |
| virtual void SmoothTargetViewRotation(APawn* TargetPawn, float DeltaSeconds) override; | |
| virtual bool ShouldRecordClientReplay() override; | |
| // Callback for when the game state's RecorderPlayerState gets replicated during replay playback | |
| void RecorderPlayerStateUpdated(APlayerState* NewRecorderPlayerState); | |
| // Callback for when the followed player state changes pawn | |
| UFUNCTION() | |
| void OnPlayerStatePawnSet(APlayerState* ChangedPlayerState, APawn* NewPlayerPawn, APawn* OldPlayerPawn); | |
| // The player state we are currently following */ | |
| UPROPERTY(Transient) | |
| TObjectPtr<APlayerState> FollowedPlayerState; | |
| }; | |