2022-05-23 18:41:30 +00:00
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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Components/ControllerComponent.h"
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#include "Containers/Array.h"
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#include "Delegates/Delegate.h"
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#include "UObject/UObjectGlobals.h"
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#include "LyraIndicatorManagerComponent.generated.h"
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class AController;
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class UIndicatorDescriptor;
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class UObject;
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struct FFrame;
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/**
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* @class ULyraIndicatorManagerComponent
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*/
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UCLASS(BlueprintType, Blueprintable)
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class LYRAGAME_API ULyraIndicatorManagerComponent : public UControllerComponent
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{
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GENERATED_BODY()
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public:
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ULyraIndicatorManagerComponent(const FObjectInitializer& ObjectInitializer);
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static ULyraIndicatorManagerComponent* GetComponent(AController* Controller);
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UFUNCTION(BlueprintCallable, Category = Indicator)
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void AddIndicator(UIndicatorDescriptor* IndicatorDescriptor);
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UFUNCTION(BlueprintCallable, Category = Indicator)
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void RemoveIndicator(UIndicatorDescriptor* IndicatorDescriptor);
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DECLARE_EVENT_OneParam(ULyraIndicatorManagerComponent, FIndicatorEvent, UIndicatorDescriptor* Descriptor)
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FIndicatorEvent OnIndicatorAdded;
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FIndicatorEvent OnIndicatorRemoved;
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const TArray<UIndicatorDescriptor*>& GetIndicators() const { return Indicators; }
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private:
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UPROPERTY()
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TArray<TObjectPtr<UIndicatorDescriptor>> Indicators;
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};
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