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