Files
2025-05-18 13:04:45 +08:00

69 lines
1.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "ModularPawn.h"
#include "Teams/LyraTeamAgentInterface.h"
#include "LyraPawn.generated.h"
#define UE_API LYRAGAME_API
class AController;
class UObject;
struct FFrame;
/**
* ALyraPawn
*/
UCLASS(MinimalAPI)
class ALyraPawn : public AModularPawn, public ILyraTeamAgentInterface
{
GENERATED_BODY()
public:
UE_API ALyraPawn(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
//~AActor interface
UE_API virtual void PreInitializeComponents() override;
UE_API virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
//~End of AActor interface
//~APawn interface
UE_API virtual void PossessedBy(AController* NewController) override;
UE_API virtual void UnPossessed() override;
//~End of APawn interface
//~ILyraTeamAgentInterface interface
UE_API virtual void SetGenericTeamId(const FGenericTeamId& NewTeamID) override;
UE_API virtual FGenericTeamId GetGenericTeamId() const override;
UE_API virtual FOnLyraTeamIndexChangedDelegate* GetOnTeamIndexChangedDelegate() override;
//~End of ILyraTeamAgentInterface interface
protected:
// Called to determine what happens to the team ID when possession ends
virtual FGenericTeamId DetermineNewTeamAfterPossessionEnds(FGenericTeamId OldTeamID) const
{
// This could be changed to return, e.g., OldTeamID if you want to keep it assigned afterwards, or return an ID for some neutral faction, or etc...
return FGenericTeamId::NoTeam;
}
private:
UFUNCTION()
UE_API void OnControllerChangedTeam(UObject* TeamAgent, int32 OldTeam, int32 NewTeam);
private:
UPROPERTY(ReplicatedUsing = OnRep_MyTeamID)
FGenericTeamId MyTeamID;
UPROPERTY()
FOnLyraTeamIndexChangedDelegate OnTeamChangedDelegate;
private:
UFUNCTION()
UE_API void OnRep_MyTeamID(FGenericTeamId OldTeamID);
};
#undef UE_API