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C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "AgrarianDemoNoticeWidget.h"
#include "GameFramework/PlayerController.h"
#include "AgrarianGamePlayerController.generated.h"
class UInputMappingContext;
class UUserWidget;
class UAgrarianMvpFrontendWidget;
class UAgrarianDemoNoticeWidget;
class AAgrarianShelterActor;
class ACameraActor;
/**
* Basic PlayerController class for a third person game
* Manages input mappings
*/
UCLASS(abstract)
class AAgrarianGamePlayerController : public APlayerController
{
GENERATED_BODY()
protected:
/** Input Mapping Contexts */
UPROPERTY(EditAnywhere, Category ="Input|Input Mappings")
TArray<UInputMappingContext*> DefaultMappingContexts;
/** Input Mapping Contexts */
UPROPERTY(EditAnywhere, Category="Input|Input Mappings")
TArray<UInputMappingContext*> MobileExcludedMappingContexts;
/** Mobile controls widget to spawn */
UPROPERTY(EditAnywhere, Category="Input|Touch Controls")
TSubclassOf<UUserWidget> MobileControlsWidgetClass;
/** Pointer to the mobile controls widget */
UPROPERTY()
TObjectPtr<UUserWidget> MobileControlsWidget;
UPROPERTY(EditAnywhere, Category = "Agrarian|MVP UI")
TSubclassOf<UAgrarianMvpFrontendWidget> MvpFrontendWidgetClass;
UPROPERTY()
TObjectPtr<UAgrarianMvpFrontendWidget> MvpFrontendWidget;
UPROPERTY(EditAnywhere, Category = "Agrarian|MVP UI", meta = (ClampMin = "0.0"))
float MvpFrontendStartupDelaySeconds = 0.0f;
UPROPERTY(EditAnywhere, Category = "Agrarian|Startup", meta = (ClampMin = "1.0"))
float StartupSplashSeconds = 4.0f;
UPROPERTY(EditAnywhere, Category = "Agrarian|Startup", meta = (ClampMin = "10.0"))
float StartupStorySeconds = 60.0f;
UPROPERTY(EditAnywhere, Category = "Agrarian|Startup", meta = (ClampMin = "5.0"))
float StartupCreditsSeconds = 20.75f;
FTimerHandle MvpFrontendStartupTimerHandle;
FTimerHandle StartupPresentationTimerHandle;
/** If true, the player will use UMG touch controls even if not playing on mobile platforms */
UPROPERTY(EditAnywhere, Config, Category = "Input|Touch Controls")
bool bForceTouchControls = false;
/** Gameplay initialization */
virtual void BeginPlay() override;
/** Input mapping context setup */
virtual void SetupInputComponent() override;
/** Returns true if the player should use UMG touch controls */
bool ShouldUseTouchControls() const;
void ShowMvpFrontend();
void StartStartupPresentation();
void AdvanceStartupPresentation();
void FinishStartupPresentation();
void ShowStartupPresentationSegment(EAgrarianStartupPresentationSegment Segment, float DurationSeconds);
void ShowMvpPauseMenu();
void HandleMvpConfirmInput();
void HandleMvpBackInput();
void HandleMvpEscapeInput();
void ApplyMvpCharacterProxyToPawn();
void SetMvpFrontendPresentationActive(bool bNewActive);
void ApplyDefaultInputMappingContexts();
void RestoreGameplayControlState();
void CreateOrUpdateMvpFrontendCamera();
void CacheAndApplyMvpHudSuppression(bool bSuppress);
virtual void AcknowledgePossession(APawn* P) override;
FName SelectedMvpCharacterProxyId = TEXT("male");
UPROPERTY()
TObjectPtr<ACameraActor> MvpFrontendCameraActor;
UPROPERTY()
TObjectPtr<UAgrarianDemoNoticeWidget> StartupPresentationWidget;
bool bMvpFrontendPresentationActive = false;
EAgrarianStartupPresentationSegment StartupPresentationSegment = EAgrarianStartupPresentationSegment::Splash;
bool bCachedMvpHudState = false;
bool bCachedShowDebugHUD = true;
bool bCachedShowMvpHudFrame = true;
bool bCachedShowCriticalStatsHUD = true;
bool bCachedShowInventoryHUD = true;
bool bCachedShowCraftingHUD = true;
bool bCachedShowInteractionPrompt = true;
bool bCachedShowDeathRespawnUI = true;
bool bCachedShowDebugDevMenu = false;
public:
UFUNCTION(Exec)
void AgrarianGrantItem(FName ItemId, int32 Quantity);
UFUNCTION(Exec)
void AgrarianSaveWorld();
UFUNCTION(Exec)
void AgrarianLoadWorld();
UFUNCTION(Exec)
void AgrarianSurvival();
UFUNCTION(Exec)
void AgrarianHeal();
UFUNCTION(Exec)
void AgrarianRespawn();
UFUNCTION(Exec)
void AgrarianDropItem(FName ItemId, int32 Quantity);
UFUNCTION(Exec)
void AgrarianSplitStack(int32 StackIndex, int32 SplitQuantity);
UFUNCTION(Exec)
void AgrarianUseItem(FName ItemId, int32 Quantity);
UFUNCTION(Exec)
void AgrarianCraft(FName RecipeId);
UFUNCTION(Exec)
void AgrarianCraftStatus();
UFUNCTION(Exec)
void AgrarianToggleInventoryUI();
UFUNCTION(Exec)
void AgrarianToggleCraftingUI();
UFUNCTION(Exec)
void AgrarianToggleInteractionPrompts();
UFUNCTION(Exec)
void AgrarianToggleDeathRespawnUI();
UFUNCTION(Exec)
void AgrarianToggleDebugDevMenu();
UFUNCTION(Exec)
void AgrarianSetUiScale(float NewUiScale);
UFUNCTION(Exec)
void AgrarianToggleHighContrastUI();
UFUNCTION(Exec)
void AgrarianSelectCharacter(FName Archetype);
UFUNCTION(Exec)
void AgrarianCompleteFrontend();
UFUNCTION(Exec)
void AgrarianRepairGameplayInput();
UFUNCTION(Exec)
void AgrarianSkipStartupPresentation();
UFUNCTION(Exec)
void AgrarianShowMvpScreen(FName ScreenName);
UFUNCTION(Exec)
void AgrarianInvestorSmokeTest(float CaptureDelaySeconds = 6.0f, float QuitDelaySeconds = 18.0f);
UFUNCTION(Exec)
void AgrarianTravel(float X, float Y, float Z);
UFUNCTION(Exec)
void AgrarianTravelHome();
UFUNCTION(Exec)
void AgrarianServerTravel(FName MapName);
protected:
UFUNCTION(Server, Reliable)
void ServerAgrarianGrantItem(FName ItemId, int32 Quantity);
UFUNCTION(Server, Reliable)
void ServerAgrarianSaveWorld();
UFUNCTION(Server, Reliable)
void ServerAgrarianLoadWorld();
UFUNCTION(Server, Reliable)
void ServerAgrarianHeal();
UFUNCTION(Server, Reliable)
void ServerAgrarianRespawn();
UFUNCTION(Server, Reliable)
void ServerAgrarianDropItem(FName ItemId, int32 Quantity);
UFUNCTION(Server, Reliable)
void ServerAgrarianSplitStack(int32 StackIndex, int32 SplitQuantity);
UFUNCTION(Server, Reliable)
void ServerAgrarianUseItem(FName ItemId, int32 Quantity);
UFUNCTION(Server, Reliable)
void ServerAgrarianCraft(FName RecipeId);
UFUNCTION(Server, Reliable)
void ServerAgrarianTravel(FVector Destination);
UFUNCTION(Server, Reliable)
void ServerAgrarianServerTravel(FName MapName);
};