Ed_
ad41867dc5
- Just a old name for a set of changes to make the game framework hardened for multiplayer as well as some ease of use functionality.
113 lines
3.4 KiB
C++
113 lines
3.4 KiB
C++
#pragma once
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#include "GasaCommon.h"
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#include "Engine/Engine.h"
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#include "GameFramework/PlayerController.h"
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#include "Networking/GasaNetLibrary.h"
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#include "GasaPlayerController.generated.h"
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UCLASS(Blueprintable)
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class GASA_API AGasaPlayerController : public APlayerController
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{
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GENERATED_BODY()
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public:
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#pragma region Camera
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TObjectPtr<ACameraMount> Cam;
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#pragma endregion Camera
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// This will be implemented in the base until it needs to be lifted into an abstraction.
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#if 0
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#pragma region Highlighting
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Highlighting")
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EHighlight HighlightState;
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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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#endif
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#pragma region Input
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
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TObjectPtr<AGasaCharacter> HoverPrev;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
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TObjectPtr<AGasaCharacter> HoverCurr;
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UPROPERTY(EditAnywhere, Category="Input")
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TObjectPtr<UInputMappingContext> IMC;
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UPROPERTY(EditAnywhere, Category="Input")
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TObjectPtr<UInputAction> IA_Move;
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void Move(FInputActionValue const& ActionValue);
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#pragma endregion Input
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AGasaPlayerController();
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inline AGasaPlayerState* GetPlayerState();
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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 PlayerController
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void SpawnDefaultHUD() override;
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void OnPossess(APawn* InPawn) override;
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void OnUnPossess() override;
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void PlayerTick(float DeltaTime) override;
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void SetupInputComponent() override;
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#pragma endregion PlayerController
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#pragma region Actor
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void BeginPlay() override;
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void PostInitializeComponents() 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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inline
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AGasaPlayerController* GetPrimaryPlayerController(UObject* Context)
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{
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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<AGasaPlayerController>(World->GetFirstPlayerController());
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}
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}
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