71 lines
2.3 KiB
C++
71 lines
2.3 KiB
C++
#pragma once
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#include "GasaCommon.h"
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#include "Engine/Engine.h"
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#include "Engine/LevelScriptActor.h"
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#include "Networking/GasaNetLibrary.h"
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#include "GasaLevelScriptActor.generated.h"
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UCLASS(Blueprintable)
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class GASA_API AGasaLevelScriptActor : public ALevelScriptActor
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Post Process")
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TObjectPtr<APostProcessVolume> GlobalPPV;
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AGasaLevelScriptActor();
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#pragma region GameFramework
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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bool bOverrideGameFrameworkReady = false;
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UFUNCTION()
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void OnGameFrameworkInitialized();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent, meta=(DisplayName="On Game Framework Initialized"))
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void BP_OnGameFrameworkInitialized();
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#pragma endregion GameFramework
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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 Actor
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void BeginPlay() override;
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#pragma region endActor
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};
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namespace Gasa
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{
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inline
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AGasaLevelScriptActor* GetLevelActor(UObject* Context, ULevel* OwnerLevel = nullptr) {
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UWorld* World = GEngine->GetWorldFromContextObject(Context, EGetWorldErrorMode::LogAndReturnNull);
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if (World == nullptr)
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{
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Log("World is null... are you running in a proper context?", ELogV::Error);
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return nullptr;
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}
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return Cast<AGasaLevelScriptActor>(World->GetLevelScriptActor(OwnerLevel));
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}
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}
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