RealtimeStyleTransferRuntime/Source/LyraGame/Character/LyraPawn.h

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2022-05-23 18:41:30 +00:00
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "ModularPawn.h"
#include "Teams/LyraTeamAgentInterface.h"
#include "LyraPawn.generated.h"
/**
* ALyraPawn
*/
UCLASS()
class ALyraPawn : public AModularPawn, public ILyraTeamAgentInterface
{
GENERATED_BODY()
public:
ALyraPawn(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
//~AActor interface
virtual void PreInitializeComponents() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
//~End of AActor interface
//~APawn interface
virtual void PossessedBy(AController* NewController) override;
virtual void UnPossessed() override;
//~End of APawn interface
//~ILyraTeamAgentInterface interface
virtual void SetGenericTeamId(const FGenericTeamId& NewTeamID) override;
virtual FGenericTeamId GetGenericTeamId() const override;
virtual FOnLyraTeamIndexChangedDelegate* GetOnTeamIndexChangedDelegate() override;
//~End of ILyraTeamAgentInterface interface
protected:
// Called to determine what happens to the team ID when possession ends
virtual FGenericTeamId DetermineNewTeamAfterPossessionEnds(FGenericTeamId OldTeamID) const
{
// This could be changed to return, e.g., OldTeamID if you want to keep it assigned afterwards, or return an ID for some neutral faction, or etc...
return FGenericTeamId::NoTeam;
}
private:
UFUNCTION()
void OnControllerChangedTeam(UObject* TeamAgent, int32 OldTeam, int32 NewTeam);
private:
UPROPERTY(ReplicatedUsing = OnRep_MyTeamID)
FGenericTeamId MyTeamID;
UPROPERTY()
FOnLyraTeamIndexChangedDelegate OnTeamChangedDelegate;
private:
UFUNCTION()
void OnRep_MyTeamID(FGenericTeamId OldTeamID);
};