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

79 lines
2.0 KiB
C++

#pragma once
#include "AbilitySystemInterface.h"
#include "GameFramework/Character.h"
#include "GasaCommon.h"
#include "GasaCharacter.generated.h"
UENUM(BlueprintType)
enum class EHighlight : uint8
{
Disabled,
Enabled,
};
UCLASS(Abstract)
class GASA_API AGasaCharacter : public ACharacter
, public IAbilitySystemInterface
{
GENERATED_BODY()
public:
#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
#pragma region Combat
UPROPERTY(EditAnywhere, Category="Combat")
TObjectPtr<USkeletalMeshComponent> Weapon;
#pragma endregion Combat
#pragma region Highlighting
static constexpr float HighlightStencilDepth = 256.0;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Highlighting")
EHighlight HighlightState;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Highlighting")
FLinearColor HighlightColor;
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
AGasaCharacter();
#pragma region IAbilitySystem
FORCEINLINE UAttributeSet* GetAttributes() { return Attributes; }
FORCEINLINE UAbilitySystemComponent* GetAbilitySystemComponent() const override { return AbilitySystem; }
#pragma endregion IAbilitySystem
#pragma region Actor
void BeginPlay() override;
void Tick(float DeltaSeconds) override;
#pragma endregion Actor
};
namespace Gasa
{
// UGasaAbilitySystemComp* GetAbilitySystem(AGasaCharacter* Object)
// {
//
// }
}