// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Components/GameFrameworkInitStateInterface.h" #include "Components/PawnComponent.h" #include "GameFeatures/GameFeatureAction_AddInputContextMapping.h" #include "GameplayAbilitySpecHandle.h" #include "LyraHeroComponent.generated.h" #define UE_API LYRAGAME_API namespace EEndPlayReason { enum Type : int; } struct FLoadedMappableConfigPair; struct FMappableConfigPair; class UGameFrameworkComponentManager; class UInputComponent; class ULyraCameraMode; class ULyraInputConfig; class UObject; struct FActorInitStateChangedParams; struct FFrame; struct FGameplayTag; struct FInputActionValue; /** * Component that sets up input and camera handling for player controlled pawns (or bots that simulate players). * This depends on a PawnExtensionComponent to coordinate initialization. */ UCLASS(MinimalAPI, Blueprintable, Meta=(BlueprintSpawnableComponent)) class ULyraHeroComponent : public UPawnComponent, public IGameFrameworkInitStateInterface { GENERATED_BODY() public: UE_API ULyraHeroComponent(const FObjectInitializer& ObjectInitializer); /** Returns the hero component if one exists on the specified actor. */ UFUNCTION(BlueprintPure, Category = "Lyra|Hero") static ULyraHeroComponent* FindHeroComponent(const AActor* Actor) { return (Actor ? Actor->FindComponentByClass() : nullptr); } /** Overrides the camera from an active gameplay ability */ UE_API void SetAbilityCameraMode(TSubclassOf CameraMode, const FGameplayAbilitySpecHandle& OwningSpecHandle); /** Clears the camera override if it is set */ UE_API void ClearAbilityCameraMode(const FGameplayAbilitySpecHandle& OwningSpecHandle); /** Adds mode-specific input config */ UE_API void AddAdditionalInputConfig(const ULyraInputConfig* InputConfig); /** Removes a mode-specific input config if it has been added */ UE_API void RemoveAdditionalInputConfig(const ULyraInputConfig* InputConfig); /** True if this is controlled by a real player and has progressed far enough in initialization where additional input bindings can be added */ UE_API bool IsReadyToBindInputs() const; /** The name of the extension event sent via UGameFrameworkComponentManager when ability inputs are ready to bind */ static UE_API const FName NAME_BindInputsNow; /** The name of this component-implemented feature */ static UE_API const FName NAME_ActorFeatureName; //~ Begin IGameFrameworkInitStateInterface interface virtual FName GetFeatureName() const override { return NAME_ActorFeatureName; } UE_API virtual bool CanChangeInitState(UGameFrameworkComponentManager* Manager, FGameplayTag CurrentState, FGameplayTag DesiredState) const override; UE_API virtual void HandleChangeInitState(UGameFrameworkComponentManager* Manager, FGameplayTag CurrentState, FGameplayTag DesiredState) override; UE_API virtual void OnActorInitStateChanged(const FActorInitStateChangedParams& Params) override; UE_API virtual void CheckDefaultInitialization() override; //~ End IGameFrameworkInitStateInterface interface protected: UE_API virtual void OnRegister() override; UE_API virtual void BeginPlay() override; UE_API virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override; UE_API virtual void InitializePlayerInput(UInputComponent* PlayerInputComponent); UE_API void Input_AbilityInputTagPressed(FGameplayTag InputTag); UE_API void Input_AbilityInputTagReleased(FGameplayTag InputTag); UE_API void Input_Move(const FInputActionValue& InputActionValue); UE_API void Input_LookMouse(const FInputActionValue& InputActionValue); UE_API void Input_LookStick(const FInputActionValue& InputActionValue); UE_API void Input_Crouch(const FInputActionValue& InputActionValue); UE_API void Input_AutoRun(const FInputActionValue& InputActionValue); UE_API TSubclassOf DetermineCameraMode() const; protected: UPROPERTY(EditAnywhere) TArray DefaultInputMappings; /** Camera mode set by an ability. */ UPROPERTY() TSubclassOf AbilityCameraMode; /** Spec handle for the last ability to set a camera mode. */ FGameplayAbilitySpecHandle AbilityCameraModeOwningSpecHandle; /** True when player input bindings have been applied, will never be true for non - players */ bool bReadyToBindInputs; }; #undef UE_API