RealtimeStyleTransferRuntime/Source/LyraGame/Character/LyraPawnExtensionComponent.h

107 lines
4.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Components/GameFrameworkInitStateInterface.h"
#include "Components/PawnComponent.h"
#include "Delegates/Delegate.h"
#include "Engine/EngineTypes.h"
#include "GameFramework/Actor.h"
#include "Templates/Casts.h"
#include "UObject/NameTypes.h"
#include "UObject/UObjectGlobals.h"
#include "LyraPawnExtensionComponent.generated.h"
class UGameFrameworkComponentManager;
class ULyraAbilitySystemComponent;
class ULyraPawnData;
class UObject;
struct FActorInitStateChangedParams;
struct FFrame;
struct FGameplayTag;
/**
* Component that adds functionality to all Pawn classes so it can be used for characters/vehicles/etc.
* This coordinates the initialization of other components.
*/
UCLASS()
class LYRAGAME_API ULyraPawnExtensionComponent : public UPawnComponent, public IGameFrameworkInitStateInterface
{
GENERATED_BODY()
public:
ULyraPawnExtensionComponent(const FObjectInitializer& ObjectInitializer);
/** The name of this overall feature, this one depends on the other named component features */
static const FName NAME_ActorFeatureName;
//~ Begin IGameFrameworkInitStateInterface interface
virtual FName GetFeatureName() const override { return NAME_ActorFeatureName; }
virtual bool CanChangeInitState(UGameFrameworkComponentManager* Manager, FGameplayTag CurrentState, FGameplayTag DesiredState) const override;
virtual void HandleChangeInitState(UGameFrameworkComponentManager* Manager, FGameplayTag CurrentState, FGameplayTag DesiredState) override;
virtual void OnActorInitStateChanged(const FActorInitStateChangedParams& Params) override;
virtual void CheckDefaultInitialization() override;
//~ End IGameFrameworkInitStateInterface interface
/** Returns the pawn extension component if one exists on the specified actor. */
UFUNCTION(BlueprintPure, Category = "Lyra|Pawn")
static ULyraPawnExtensionComponent* FindPawnExtensionComponent(const AActor* Actor) { return (Actor ? Actor->FindComponentByClass<ULyraPawnExtensionComponent>() : nullptr); }
/** Gets the pawn data, which is used to specify pawn properties in data */
template <class T>
const T* GetPawnData() const { return Cast<T>(PawnData); }
/** Sets the current pawn data */
void SetPawnData(const ULyraPawnData* InPawnData);
/** Gets the current ability system component, which may be owned by a different actor */
UFUNCTION(BlueprintPure, Category = "Lyra|Pawn")
ULyraAbilitySystemComponent* GetLyraAbilitySystemComponent() const { return AbilitySystemComponent; }
/** Should be called by the owning pawn to become the avatar of the ability system. */
void InitializeAbilitySystem(ULyraAbilitySystemComponent* InASC, AActor* InOwnerActor);
/** Should be called by the owning pawn to remove itself as the avatar of the ability system. */
void UninitializeAbilitySystem();
/** Should be called by the owning pawn when the pawn's controller changes. */
void HandleControllerChanged();
/** Should be called by the owning pawn when the player state has been replicated. */
void HandlePlayerStateReplicated();
/** Should be called by the owning pawn when the input component is setup. */
void SetupPlayerInputComponent();
/** Register with the OnAbilitySystemInitialized delegate and broadcast if our pawn has been registered with the ability system component */
void OnAbilitySystemInitialized_RegisterAndCall(FSimpleMulticastDelegate::FDelegate Delegate);
/** Register with the OnAbilitySystemUninitialized delegate fired when our pawn is removed as the ability system's avatar actor */
void OnAbilitySystemUninitialized_Register(FSimpleMulticastDelegate::FDelegate Delegate);
protected:
virtual void OnRegister() override;
virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
UFUNCTION()
void OnRep_PawnData();
/** Delegate fired when our pawn becomes the ability system's avatar actor */
FSimpleMulticastDelegate OnAbilitySystemInitialized;
/** Delegate fired when our pawn is removed as the ability system's avatar actor */
FSimpleMulticastDelegate OnAbilitySystemUninitialized;
/** Pawn data used to create the pawn. Specified from a spawn function or on a placed instance. */
UPROPERTY(EditInstanceOnly, ReplicatedUsing = OnRep_PawnData, Category = "Lyra|Pawn")
TObjectPtr<const ULyraPawnData> PawnData;
/** Pointer to the ability system component that is cached for convenience. */
UPROPERTY()
TObjectPtr<ULyraAbilitySystemComponent> AbilitySystemComponent;
};