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| // Copyright Epic Games, Inc. All Rights Reserved. | |
| class AActor; | |
| class ALyraPlayerState; | |
| class ALyraTeamInfoBase; | |
| class ALyraTeamPrivateInfo; | |
| class ALyraTeamPublicInfo; | |
| class FSubsystemCollectionBase; | |
| class ULyraTeamDisplayAsset; | |
| struct FFrame; | |
| struct FGameplayTag; | |
| DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnLyraTeamDisplayAssetChangedDelegate, const ULyraTeamDisplayAsset*, DisplayAsset); | |
| USTRUCT() | |
| struct FLyraTeamTrackingInfo | |
| { | |
| GENERATED_BODY() | |
| public: | |
| UPROPERTY() | |
| TObjectPtr<ALyraTeamPublicInfo> PublicInfo = nullptr; | |
| UPROPERTY() | |
| TObjectPtr<ALyraTeamPrivateInfo> PrivateInfo = nullptr; | |
| UPROPERTY() | |
| TObjectPtr<ULyraTeamDisplayAsset> DisplayAsset = nullptr; | |
| UPROPERTY() | |
| FOnLyraTeamDisplayAssetChangedDelegate OnTeamDisplayAssetChanged; | |
| public: | |
| void SetTeamInfo(ALyraTeamInfoBase* Info); | |
| void RemoveTeamInfo(ALyraTeamInfoBase* Info); | |
| }; | |
| // Result of comparing the team affiliation for two actors | |
| UENUM(BlueprintType) | |
| enum class ELyraTeamComparison : uint8 | |
| { | |
| // Both actors are members of the same team | |
| OnSameTeam, | |
| // The actors are members of opposing teams | |
| DifferentTeams, | |
| // One (or both) of the actors was invalid or not part of any team | |
| InvalidArgument | |
| }; | |
| /** A subsystem for easy access to team information for team-based actors (e.g., pawns or player states) */ | |
| UCLASS(MinimalAPI) | |
| class ULyraTeamSubsystem : public UWorldSubsystem | |
| { | |
| GENERATED_BODY() | |
| public: | |
| UE_API ULyraTeamSubsystem(); | |
| //~USubsystem interface | |
| UE_API virtual void Initialize(FSubsystemCollectionBase& Collection) override; | |
| UE_API virtual void Deinitialize() override; | |
| //~End of USubsystem interface | |
| // Tries to registers a new team | |
| UE_API bool RegisterTeamInfo(ALyraTeamInfoBase* TeamInfo); | |
| // Tries to unregister a team, will return false if it didn't work | |
| UE_API bool UnregisterTeamInfo(ALyraTeamInfoBase* TeamInfo); | |
| // Changes the team associated with this actor if possible | |
| // Note: This function can only be called on the authority | |
| UE_API bool ChangeTeamForActor(AActor* ActorToChange, int32 NewTeamId); | |
| // Returns the team this object belongs to, or INDEX_NONE if it is not part of a team | |
| UE_API int32 FindTeamFromObject(const UObject* TestObject) const; | |
| // Returns the associated player state for this actor, or INDEX_NONE if it is not associated with a player | |
| UE_API const ALyraPlayerState* FindPlayerStateFromActor(const AActor* PossibleTeamActor) const; | |
| // Returns the team this object belongs to, or INDEX_NONE if it is not part of a team | |
| UFUNCTION(BlueprintCallable, BlueprintPure=false, Category=Teams, meta=(Keywords="Get")) | |
| UE_API void FindTeamFromActor(const UObject* TestActor, bool& bIsPartOfTeam, int32& TeamId) const; | |
| // Compare the teams of two actors and returns a value indicating if they are on same teams, different teams, or one/both are invalid | |
| UFUNCTION(BlueprintCallable, BlueprintPure=false, Category=Teams, meta=(ExpandEnumAsExecs=ReturnValue)) | |
| UE_API ELyraTeamComparison CompareTeams(const UObject* A, const UObject* B, int32& TeamIdA, int32& TeamIdB) const; | |
| // Compare the teams of two actors and returns a value indicating if they are on same teams, different teams, or one/both are invalid | |
| UE_API ELyraTeamComparison CompareTeams(const UObject* A, const UObject* B) const; | |
| // Returns true if the instigator can damage the target, taking into account the friendly fire settings | |
| UE_API bool CanCauseDamage(const UObject* Instigator, const UObject* Target, bool bAllowDamageToSelf = true) const; | |
| // Adds a specified number of stacks to the tag (does nothing if StackCount is below 1) | |
| UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category=Teams) | |
| UE_API void AddTeamTagStack(int32 TeamId, FGameplayTag Tag, int32 StackCount); | |
| // Removes a specified number of stacks from the tag (does nothing if StackCount is below 1) | |
| UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category=Teams) | |
| UE_API void RemoveTeamTagStack(int32 TeamId, FGameplayTag Tag, int32 StackCount); | |
| // Returns the stack count of the specified tag (or 0 if the tag is not present) | |
| UFUNCTION(BlueprintCallable, Category=Teams) | |
| UE_API int32 GetTeamTagStackCount(int32 TeamId, FGameplayTag Tag) const; | |
| // Returns true if there is at least one stack of the specified tag | |
| UFUNCTION(BlueprintCallable, Category=Teams) | |
| UE_API bool TeamHasTag(int32 TeamId, FGameplayTag Tag) const; | |
| // Returns true if the specified team exists | |
| UFUNCTION(BlueprintCallable, Category=Teams) | |
| UE_API bool DoesTeamExist(int32 TeamId) const; | |
| // Gets the team display asset for the specified team, from the perspective of the specified team | |
| // (You have to specify a viewer too, in case the game mode is in a 'local player is always blue team' sort of situation) | |
| UFUNCTION(BlueprintCallable, Category=Teams) | |
| UE_API ULyraTeamDisplayAsset* GetTeamDisplayAsset(int32 TeamId, int32 ViewerTeamId); | |
| // Gets the team display asset for the specified team, from the perspective of the specified team | |
| // (You have to specify a viewer too, in case the game mode is in a 'local player is always blue team' sort of situation) | |
| UFUNCTION(BlueprintCallable, Category = Teams) | |
| UE_API ULyraTeamDisplayAsset* GetEffectiveTeamDisplayAsset(int32 TeamId, UObject* ViewerTeamAgent); | |
| // Gets the list of teams | |
| UFUNCTION(BlueprintCallable, BlueprintPure=false, Category=Teams) | |
| UE_API TArray<int32> GetTeamIDs() const; | |
| // Called when a team display asset has been edited, causes all team color observers to update | |
| UE_API void NotifyTeamDisplayAssetModified(ULyraTeamDisplayAsset* ModifiedAsset); | |
| // Register for a team display asset notification for the specified team ID | |
| UE_API FOnLyraTeamDisplayAssetChangedDelegate& GetTeamDisplayAssetChangedDelegate(int32 TeamId); | |
| private: | |
| UPROPERTY() | |
| TMap<int32, FLyraTeamTrackingInfo> TeamMap; | |
| FDelegateHandle CheatManagerRegistrationHandle; | |
| }; | |