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

104 lines
3.5 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 "Components/BoxComponent.h"
#include "GameFramework/Actor.h"
#include "TriggerType.generated.h"
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FTriggerEvent, AActor*, Actor);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FTriggerArrayEvent, TArray<AActor*>, Actor);
UCLASS(BlueprintType, ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class PROCEDURALDUNGEON_API UTriggerType : public UBoxComponent
{
GENERATED_BODY()
public:
UTriggerType();
protected:
virtual void BeginPlay() override;
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Trigger Type")
float TickDuration;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Trigger Type")
float ActivationDelay;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Trigger Type")
uint8 requiredActorCountToActivate;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Trigger Type")
TSubclassOf<AActor> ActorType;
UPROPERTY(BlueprintAssignable, Meta = (DisplayName = "On Actor Enter"))
FTriggerEvent OnActorEnter;
UPROPERTY(BlueprintAssignable, Meta = (DisplayName = "On Actor Exit"))
FTriggerEvent OnActorExit;
UPROPERTY(BlueprintAssignable, Meta = (DisplayName = "On Trigger Tick"))
FTriggerArrayEvent OnTriggerTick;
UPROPERTY(BlueprintAssignable, Meta = (DisplayName = "On Trigger Activation"))
FTriggerArrayEvent OnActivation;
UPROPERTY(BlueprintAssignable, Meta = (DisplayName = "On Trigger Deactivation"))
FTriggerArrayEvent OnDeactivation;
UFUNCTION()
bool IsActivated() { return bIsActivated; }
UFUNCTION()
TArray<AActor*> GetActorList() { return ActorList; }
protected:
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Trigger Type")
bool bIsActivated;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Trigger Type")
TArray<AActor*> ActorList;
private:
UPROPERTY()
FTimerHandle TickTimer;
UPROPERTY()
FTimerHandle ActivationTimer;
UFUNCTION()
void OnTriggerEnter(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult & SweepResult);
UFUNCTION()
void OnTriggerExit(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex);
UFUNCTION()
void TriggerTick();
UFUNCTION()
void TriggerActivate();
UFUNCTION()
void TriggerDeactivate();
};