GASATHON/Project/Source/Gasa/Characters/GasaCharacter.h

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#pragma once
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#include "AbilitySystemInterface.h"
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#include "GameFramework/Character.h"
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#include "GasaCommon.h"
#include "Game/GasaGameState.h"
#include "Networking/GasaNetLibrary.h"
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#include "GasaCharacter.generated.h"
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UENUM(BlueprintType)
enum class EHighlight : uint8
{
Disabled,
Enabled,
};
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UCLASS(Abstract)
class GASA_API AGasaCharacter : public ACharacter
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, public IAbilitySystemInterface
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{
GENERATED_BODY()
public:
AGasaCharacter();
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#pragma region Ability System
UPROPERTY(EditAnywhere, Category="Ability System")
bool bAutoAbilitySystem = true;
UPROPERTY(EditAnywhere, Category="Ability System")
TObjectPtr<UAbilitySystemComponent> AbilitySystem;
UPROPERTY(EditAnywhere, Category="Ability System")
TObjectPtr<UAttributeSet> Attributes;
#pragma endregion Ability System
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#pragma region Combat
UPROPERTY(EditAnywhere, Category="Combat")
TObjectPtr<USkeletalMeshComponent> Weapon;
#pragma endregion Combat
#pragma region GameFramework
UPROPERTY(BlueprintAssignable)
FOnPawnSig Event_OnPawnReady;
UFUNCTION()
void Controller_OnPawnPossessed();
UFUNCTION(BlueprintImplementableEvent)
void BP_Controller_OnPawnPossessed();
UFUNCTION(Server, Reliable)
void ServerRPC_R_NotifyClientPawnReady();
#pragma endregion GameFramework
#pragma region Highlighting
static constexpr float HighlightStencilDepth = 256.0;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Highlighting")
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EHighlight HighlightState;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Highlighting")
FLinearColor HighlightColor;
UFUNCTION(BlueprintCallable, Category="Highlighting")
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void SetHighlight( EHighlight Desired );
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UFUNCTION(BlueprintCallable, Category="Highlighting")
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FORCEINLINE void Highlight() { SetHighlight(EHighlight::Enabled); };
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UFUNCTION(BlueprintCallable, Category="Highlighting")
FORCEINLINE void Dehighlight() { SetHighlight(EHighlight::Disabled); };
#pragma endregion Highlighting
#pragma region NetSlime
// NetSlime interface is generated by GasaGen/GasaGen_NetSlime.cpp
FORCEINLINE ENetworkMode GetNetworkMode() const { return Gasa::GetNetworkMode( this ); }
FORCEINLINE bool IsClient() const { return Gasa::IsClient( this ); }
FORCEINLINE bool IsListenServer() const { return Gasa::IsListenServer( this ); }
FORCEINLINE bool IsNetOwner() const { return Gasa::IsNetOwner( this ); }
FORCEINLINE bool IsServer() const { return Gasa::IsServer( this ); }
FORCEINLINE bool IsSimulatedProxy() const { return Gasa::IsSimulatedProxy( this ); }
FORCEINLINE void NetLog(
FString Message,
EGasaVerbosity Verbosity = EGasaVerbosity::Log,
FLogCategoryBase& Category = LogGasaNet,
bool DumpStack = false,
int32 Line = __builtin_LINE(),
ANSICHAR const* File = __builtin_FILE(),
ANSICHAR const* Func = __builtin_FUNCTION()
)
{
Gasa::NetLog( this, Message, Verbosity, Category, DumpStack, Line, File, Func );
}
#pragma endregion NetSlime
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#pragma region IAbilitySystem
FORCEINLINE UAttributeSet* GetAttributes() { return Attributes; }
FORCEINLINE UAbilitySystemComponent* GetAbilitySystemComponent() const override { return AbilitySystem; }
#pragma endregion IAbilitySystem
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#pragma region Pawn
void OnRep_PlayerState() override;
void PossessedBy(AController* NewController) override;
void SetPlayerDefaults() override;
void SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) override;
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#pragma endregion Pawn
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#pragma region Actor
void BeginPlay() override;
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void Tick(float DeltaSeconds) override;
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#pragma endregion Actor
};
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namespace Gasa
{
// UGasaAbilitySystemComp* GetAbilitySystem(AGasaCharacter* Object)
// {
//
// }
}