123 lines
3.1 KiB
C++
123 lines
3.1 KiB
C++
// Project Lab - NHTV Igad
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#pragma once
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#include "MenuAction.h"
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#include "GameFramework/PlayerController.h"
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#include "PlayerSetupState.h"
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#include "PlayerControllerBase.generated.h"
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// Input method for local players
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UENUM(BlueprintType)
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enum class EInputMethod : uint8
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{
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PC,
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X360,
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DS4
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};
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/**
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*
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*/
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UCLASS()
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class UNREALPROJECT_API APlayerControllerBase : public APlayerController
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{
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GENERATED_BODY()
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public:
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APlayerControllerBase(const FObjectInitializer& init);
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virtual void BeginPlay() override;
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virtual void SetupInputComponent() override;
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virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
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virtual void PlayerTick(float DeltaTime) override;
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virtual void Destroyed() override;
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virtual void OnLearnSkill(class UBaseSkillObject* object);
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virtual void OnUnlearnSkill(class UBaseSkillObject* object);
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UFUNCTION(BlueprintCallable, Category = "MenuStack")
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void AddMenuInputItem(class UMenuItemBase* item, int32 priority = 0);
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UFUNCTION(BlueprintCallable, Category = "MenuStack")
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void RemoveMenuInputItem(class UMenuItemBase* item);
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UFUNCTION(BlueprintCallable, Category = "Input")
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EInputMethod GetInputMethod() const;
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UFUNCTION(BlueprintCallable, Category = "Input")
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TArray<FString> ScanForJoysticks();
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UFUNCTION(BlueprintCallable, Category = "Input")
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void SelectJoystick(int32 joystick);
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virtual void PreClientTravel(const FString& PendingURL, ETravelType TravelType, bool bIsSeamlessTravel);
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// Called from the game when we should move to the lobby
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UFUNCTION(Client, Reliable)
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void EnterLobby();
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virtual void OnEnterLobby();
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// Call to return to the main menu / leave current game
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UFUNCTION(BlueprintCallable, Category = "Game")
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void ReturnToMenu();
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// Replication callbacks
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virtual void OnRep_PlayerState() override;
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virtual void OnRep_Pawn() override;
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// Template state acquisition functions
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template<typename T> T* GetPlayerState()
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{
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return Cast<T>(PlayerState);
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}
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template<typename T> T* GetGameState()
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{
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if(!GetWorld())
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return nullptr;
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return Cast<T>(GetWorld()->GameState);
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}
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// Called when the setupState is replicated
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UFUNCTION()
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virtual void OnRep_Setup();
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// Lobby Character selection
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UPROPERTY(replicatedUsing=OnRep_Setup)
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FPlayerSetupState setupState;
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UPROPERTY(BlueprintReadOnly, Category = "Overlay")
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class UScreenOverlay* overlay;
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UPROPERTY(BlueprintReadOnly, Category = "Overlay")
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class UTransitionScreen* transitionScreen;
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protected:
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virtual void OnMenuAction(EMenuActionBinding action);
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private:
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void m_OnMenuConfirm();
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void m_OnMenuBack();
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void m_OnMenuStart();
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void m_OnMenuUp();
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void m_OnMenuDown();
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void m_OnMenuLeft();
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void m_OnMenuRight();
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void m_OnMenuOpt1();
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void m_OnMenuOpt2();
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void m_OnMenuLeftPressed();
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void m_OnMenuRightPressed();
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void m_OnMenuLeftReleased();
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void m_OnMenuRightReleased();
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void m_OnMenuShoulderLeft();
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void m_OnMenuShoulderRight();
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void m_OnMenuOptionsButton();
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bool m_onSetupStateSet;
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bool m_repeatLeft;
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bool m_repeatRight;
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TArray<FString> m_recentJoystickScan;
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UPROPERTY()
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TArray<class UMenuItemBase*> m_menuItemStack;
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};
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