Files
UnrealEngine/Engine/Source/Runtime/MassEntity/Public/MassObserverRegistry.h
2025-05-18 13:04:45 +08:00

74 lines
1.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "MassEntityTypes.h"
#include "MassProcessor.h"
#include "MassObserverRegistry.generated.h"
#define UE_API MASSENTITY_API
struct FMassObserverManager;
/**
* A wrapper type for a TArray to support having map-of-arrays UPROPERTY members in FMassEntityObserverClassesMap
*/
USTRUCT()
struct FMassProcessorClassCollection
{
GENERATED_BODY()
UPROPERTY()
TArray<TSubclassOf<UMassProcessor>> ClassCollection;
};
/**
* A wrapper type for a TMap to support having array-of-maps UPROPERTY members in UMassObserverRegistry
*/
USTRUCT()
struct FMassEntityObserverClassesMap
{
GENERATED_BODY()
/** a helper accessor simplifying access while still keeping Container private */
const TMap<TObjectPtr<const UScriptStruct>, FMassProcessorClassCollection>& operator*() const
{
return Container;
}
TMap<TObjectPtr<const UScriptStruct>, FMassProcessorClassCollection>& operator*()
{
return Container;
}
private:
UPROPERTY()
TMap<TObjectPtr<const UScriptStruct>, FMassProcessorClassCollection> Container;
};
UCLASS(MinimalAPI)
class UMassObserverRegistry : public UObject
{
GENERATED_BODY()
public:
UE_API UMassObserverRegistry();
static UMassObserverRegistry& GetMutable() { return *GetMutableDefault<UMassObserverRegistry>(); }
static const UMassObserverRegistry& Get() { return *GetDefault<UMassObserverRegistry>(); }
UE_API void RegisterObserver(const UScriptStruct& ObservedType, const EMassObservedOperation Operation, TSubclassOf<UMassProcessor> ObserverClass);
protected:
friend FMassObserverManager;
UPROPERTY()
FMassEntityObserverClassesMap FragmentObservers[(uint8)EMassObservedOperation::MAX];
UPROPERTY()
FMassEntityObserverClassesMap TagObservers[(uint8)EMassObservedOperation::MAX];
};
#undef UE_API