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

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1.6 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 "RoomLockerBase.generated.h"
class URoomData;
class ARoomLevel;
UCLASS()
class PROCEDURALDUNGEON_API ARoomLockerBase : public AActor
{
GENERATED_BODY()
public:
// Set the room where this actor is locked or not (with self parameter) and the neighbor rooms of RoomType.
void SetLocked(bool Locked, bool Self = true, TSubclassOf<URoomData> RoomType = nullptr);
protected:
ARoomLevel* GetRoomLevel();
};