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