#pragma once #include "GasaCommon.h" #include "Engine/Engine.h" #include "GameFramework/PlayerController.h" #include "Networking/GasaNetLibrary.h" #include "GasaPlayerController.generated.h" UCLASS(Blueprintable) class GASA_API AGasaPlayerController : public APlayerController { GENERATED_BODY() public: #pragma region Camera UPROPERTY(EditAnywhere, BlueprintReadWrite) TObjectPtr Cam; #pragma endregion Camera // This will be implemented in the base until it needs to be lifted into an abstraction. #if 0 #pragma region Highlighting UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Highlighting") EHighlight HighlightState; UFUNCTION(BlueprintCallable, Category="Highlighting") void SetHighlight( EHighlight Desired ); UFUNCTION(BlueprintCallable, Category="Highlighting") FORCEINLINE void Highlight() { SetHighlight(EHighlight::Enabled); }; UFUNCTION(BlueprintCallable, Category="Highlighting") FORCEINLINE void Dehighlight() { SetHighlight(EHighlight::Disabled); }; #pragma endregion Highlighting #endif #pragma region Input UPROPERTY(VisibleAnywhere, BlueprintReadOnly) TObjectPtr HoverPrev; UPROPERTY(VisibleAnywhere, BlueprintReadOnly) TObjectPtr HoverCurr; UPROPERTY(EditAnywhere, Category="Input") TObjectPtr IMC; UPROPERTY(EditAnywhere, Category="Input") TObjectPtr IA_Move; void Move(FInputActionValue const& ActionValue); #pragma endregion Input AGasaPlayerController(); inline AGasaPlayerState* GetPlayerState(); #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 #pragma region PlayerController void SpawnDefaultHUD() override; void OnPossess(APawn* InPawn) override; void OnUnPossess() override; void PlayerTick(float DeltaTime) override; void SetupInputComponent() override; #pragma endregion PlayerController #pragma region Actor void BeginPlay() override; void PostInitializeComponents() override; void Tick(float DeltaSeconds) override; #pragma endregion Actor }; namespace Gasa { inline AGasaPlayerController* GetPrimaryPlayerController(UObject* Context) { UWorld* World = GEngine->GetWorldFromContextObject(Context, EGetWorldErrorMode::LogAndReturnNull); if (World == nullptr) { Log("World is null... are you running in a proper context?", ELogV::Error); return nullptr; } return Cast(World->GetFirstPlayerController()); } }