103 lines
3.1 KiB
C++
103 lines
3.1 KiB
C++
/*
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* MIT License
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*
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* Copyright (c) 2019-2021 Benoit Pelletier
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Actor.h"
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#include "ProceduralDungeonTypes.h"
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#include "Door.generated.h"
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class URoom;
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UCLASS()
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class PROCEDURALDUNGEON_API ADoor : public AActor
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{
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GENERATED_BODY()
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public:
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ADoor();
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public:
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virtual void Tick(float DeltaTime) override;
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virtual bool ShouldTickIfViewportsOnly() const override { return true; }
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public:
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UFUNCTION()
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void OpenDoor();
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UFUNCTION()
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void CloseDoor();
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protected:
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UFUNCTION()
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virtual void OnDoorLock() {}
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UFUNCTION(BlueprintImplementableEvent, Category = "Door", meta = (DisplayName = "On Locked"))
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void OnDoorLock_BP();
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UFUNCTION()
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virtual void OnDoorUnlock() {}
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UFUNCTION(BlueprintImplementableEvent, Category = "Door", meta = (DisplayName = "On Unlocked"))
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void OnDoorUnlock_BP();
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UFUNCTION()
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virtual void OnDoorOpen() {}
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UFUNCTION(BlueprintImplementableEvent, Category = "Door", meta = (DisplayName = "On Open"))
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void OnDoorOpen_BP();
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UFUNCTION()
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virtual void OnDoorClose() {}
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UFUNCTION(BlueprintImplementableEvent, Category = "Door", meta = (DisplayName = "On Close"))
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void OnDoorClose_BP();
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protected:
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bool bLocked = false;
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bool bIsOpen = false;
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// The two connected rooms to this door
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UPROPERTY()
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URoom* RoomA;
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UPROPERTY()
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URoom* RoomB;
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UPROPERTY(EditAnywhere, Category = "Door", meta = (DisplayName = "Always Visible"))
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bool bAlwaysVisible = false;
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UPROPERTY(EditAnywhere, Category = "Door", meta = (DisplayName = "Always Unlocked"))
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bool bAlwaysUnlocked = false;
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private:
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bool bPrevLocked = false;
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public:
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void SetConnectingRooms(URoom* RoomA, URoom* RoomB);
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UFUNCTION(BlueprintCallable, Category = "Door", meta = (DisplayName="Is Locked"))
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bool IsLocked() { return bLocked; }
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UFUNCTION(BlueprintCallable, Category = "Door", meta = (DisplayName = "Is Open"))
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bool IsOpen() { return bIsOpen; }
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static void DrawDebug(UWorld* World, FIntVector DoorCell = FIntVector::ZeroValue, EDoorDirection DoorRot = EDoorDirection::NbDirection, FTransform Transform = FTransform::Identity);
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};
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