155 lines
3.6 KiB
C++
155 lines
3.6 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/PlayerController.h"
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#include "AgrarianGamePlayerController.generated.h"
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class UInputMappingContext;
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class UUserWidget;
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class UAgrarianMvpFrontendWidget;
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class AAgrarianShelterActor;
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/**
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* Basic PlayerController class for a third person game
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* Manages input mappings
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*/
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UCLASS(abstract)
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class AAgrarianGamePlayerController : public APlayerController
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{
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GENERATED_BODY()
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protected:
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/** Input Mapping Contexts */
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UPROPERTY(EditAnywhere, Category ="Input|Input Mappings")
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TArray<UInputMappingContext*> DefaultMappingContexts;
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/** Input Mapping Contexts */
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UPROPERTY(EditAnywhere, Category="Input|Input Mappings")
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TArray<UInputMappingContext*> MobileExcludedMappingContexts;
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/** Mobile controls widget to spawn */
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UPROPERTY(EditAnywhere, Category="Input|Touch Controls")
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TSubclassOf<UUserWidget> MobileControlsWidgetClass;
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/** Pointer to the mobile controls widget */
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UPROPERTY()
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TObjectPtr<UUserWidget> MobileControlsWidget;
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UPROPERTY(EditAnywhere, Category = "Agrarian|MVP UI")
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TSubclassOf<UAgrarianMvpFrontendWidget> MvpFrontendWidgetClass;
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UPROPERTY()
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TObjectPtr<UAgrarianMvpFrontendWidget> MvpFrontendWidget;
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/** If true, the player will use UMG touch controls even if not playing on mobile platforms */
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UPROPERTY(EditAnywhere, Config, Category = "Input|Touch Controls")
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bool bForceTouchControls = false;
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/** Gameplay initialization */
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virtual void BeginPlay() override;
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/** Input mapping context setup */
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virtual void SetupInputComponent() override;
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/** Returns true if the player should use UMG touch controls */
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bool ShouldUseTouchControls() const;
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public:
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UFUNCTION(Exec)
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void AgrarianGrantItem(FName ItemId, int32 Quantity);
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UFUNCTION(Exec)
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void AgrarianSaveWorld();
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UFUNCTION(Exec)
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void AgrarianLoadWorld();
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UFUNCTION(Exec)
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void AgrarianSurvival();
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UFUNCTION(Exec)
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void AgrarianHeal();
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UFUNCTION(Exec)
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void AgrarianRespawn();
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UFUNCTION(Exec)
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void AgrarianDropItem(FName ItemId, int32 Quantity);
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UFUNCTION(Exec)
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void AgrarianSplitStack(int32 StackIndex, int32 SplitQuantity);
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UFUNCTION(Exec)
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void AgrarianUseItem(FName ItemId, int32 Quantity);
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UFUNCTION(Exec)
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void AgrarianCraft(FName RecipeId);
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UFUNCTION(Exec)
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void AgrarianCraftStatus();
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UFUNCTION(Exec)
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void AgrarianToggleInventoryUI();
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UFUNCTION(Exec)
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void AgrarianToggleCraftingUI();
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UFUNCTION(Exec)
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void AgrarianToggleInteractionPrompts();
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UFUNCTION(Exec)
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void AgrarianToggleDeathRespawnUI();
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UFUNCTION(Exec)
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void AgrarianSelectCharacter(FName Archetype);
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UFUNCTION(Exec)
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void AgrarianShowMvpScreen(FName ScreenName);
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UFUNCTION(Exec)
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void AgrarianTravel(float X, float Y, float Z);
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UFUNCTION(Exec)
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void AgrarianTravelHome();
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UFUNCTION(Exec)
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void AgrarianServerTravel(FName MapName);
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protected:
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UFUNCTION(Server, Reliable)
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void ServerAgrarianGrantItem(FName ItemId, int32 Quantity);
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UFUNCTION(Server, Reliable)
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void ServerAgrarianSaveWorld();
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UFUNCTION(Server, Reliable)
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void ServerAgrarianLoadWorld();
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UFUNCTION(Server, Reliable)
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void ServerAgrarianHeal();
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UFUNCTION(Server, Reliable)
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void ServerAgrarianRespawn();
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UFUNCTION(Server, Reliable)
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void ServerAgrarianDropItem(FName ItemId, int32 Quantity);
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UFUNCTION(Server, Reliable)
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void ServerAgrarianSplitStack(int32 StackIndex, int32 SplitQuantity);
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UFUNCTION(Server, Reliable)
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void ServerAgrarianUseItem(FName ItemId, int32 Quantity);
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UFUNCTION(Server, Reliable)
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void ServerAgrarianCraft(FName RecipeId);
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UFUNCTION(Server, Reliable)
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void ServerAgrarianTravel(FVector Destination);
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UFUNCTION(Server, Reliable)
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void ServerAgrarianServerTravel(FName MapName);
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};
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