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Bookworm/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/Door.h

103 lines
3.1 KiB
C++

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