44 lines
1.1 KiB
C++
44 lines
1.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "GameFramework/Info.h"
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#include "MassReplicationTypes.h"
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#include "Engine/World.h"
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#include "MassClientBubbleInfoBase.generated.h"
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#define UE_API MASSREPLICATION_API
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struct FMassClientBubbleSerializerBase;
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/** The info actor base class that provides the actual replication */
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UCLASS(MinimalAPI)
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class AMassClientBubbleInfoBase : public AInfo
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{
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GENERATED_BODY()
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public:
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UE_API AMassClientBubbleInfoBase(const FObjectInitializer& ObjectInitializer);
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UE_API void SetClientHandle(FMassClientHandle InClientHandle);
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protected:
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UE_API virtual void PostInitProperties() override;
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// Called either on PostWorldInit() or PostInitProperties()
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UE_API virtual void InitializeForWorld(UWorld& World);
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UE_API virtual void BeginPlay() override;
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UE_API virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
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UE_API virtual void Tick(float DeltaTime) override;
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private:
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void OnPostWorldInit(UWorld* World, const UWorld::InitializationValues);
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protected:
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FDelegateHandle OnPostWorldInitDelegateHandle;
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TArray<FMassClientBubbleSerializerBase*> Serializers;
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};
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#undef UE_API
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