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