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

79 lines
2.3 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 "Engine/LevelScriptActor.h"
#include "RoomLevel.generated.h"
class URoom;
UCLASS()
class PROCEDURALDUNGEON_API ARoomLevel : public ALevelScriptActor
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, Category = "Data", meta = ( BlueprintBaseOnly /* Doesn't work... */ ) )
class URoomData* Data;
public:
static uint32 Count;
UPROPERTY()
URoom* Room = nullptr;
bool PlayerInside = false;
bool IsHidden = false;
bool IsInit = false;
bool PendingInit = false;
bool IsLocked = false;
UPROPERTY(EditAnywhere, Category = "Room Level")
bool AlwaysVisible = false;
public:
ARoomLevel(const FObjectInitializer& ObjectInitializer);
virtual void BeginPlay() override;
virtual void EndPlay(EEndPlayReason::Type EndPlayReason) override;
virtual void Tick(float DeltaTime) override;
virtual bool ShouldTickIfViewportsOnly() const override { return true; }
void Init(URoom* Room);
uint32 GetId() { return Id; }
private:
UPROPERTY(VisibleAnywhere, Category = "Room Level")
uint32 Id;
UPROPERTY()
TArray<AActor*> ActorsInLevel;
FTransform Transform;
FVector Center;
FVector HalfExtents;
bool IsPlayerInside();
void Display();
};