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ActorBase.h
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1// Fill out your copyright notice in the Description page of Project Settings.
2
3#pragma once
4
5#include "CoreMinimal.h"
6#include "GameFramework/Actor.h"
9#include "ActorBase.generated.h"
10
11DECLARE_LOG_CATEGORY_CLASS(LogActorBase, Display, All);
12
13UCLASS()
14class BASEHELPERS_API AActorBase : public AActor, public IBaseInterface, public ISaveLoad
15{
16 GENERATED_BODY()
17
18public:
19 AActorBase();
20
21
22 virtual bool SaveGame() override;
23 virtual bool LoadGame() override;
24
25 // UFUNCTION(BlueprintCallable, Category = "Base Helpers")
26 // virtual void SetGravityEnabled(const bool bValue) override;
27 UFUNCTION(BlueprintNativeEvent, Category = "Base Helpers")
28 void SetGravityEnabledEvent(const bool bValue);
29
30
31protected:
32 virtual void BeginPlay() override;
33
34 void LogDebugError(const FString& Message) const;
35 void LogDebugError(const FString& Message, const int32 Value) const;
36 void LogDebugError(const FString& Message, const float Value) const;
37 void LogDebugWarning(const FString& Message) const;
38 void LogDebugWarning(const FString& Message, const int32 Value) const;
39 void LogDebugWarning(const FString& Message, const float Value) const;
40
41 void LogDebugMessage(const FString& Message, const bool bWarning = false, const bool bError = false) const;
42 void LogDebugMessage(const FString& Message, const int32 Value, const bool bWarning = false, const bool bError = false) const;
43 void LogDebugMessage(const FString& Message, const float Value, const bool bWarning = false, const bool bError = false) const;
44 void LogDebugMessage(const FString& Message, const bool bValue, const bool bWarning, const bool bError) const;
45 void LogOnScreenMessage(const int32 Key, const FString& Message, FColor Color = FColor::Green) const;
46
47 void SetCategoryName(const FLogCategoryBase& Category){CategoryName = Category.GetCategoryName();};
48
49
50 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Common")
51 FString DisplayName = "Display Name";
52 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Common|Debugging")
53 bool bDebuggingMode = false;
54
55private:
56 FLogCategoryName CategoryName = LogActorBase.GetCategoryName();
57
58};
DECLARE_LOG_CATEGORY_CLASS(LogActorBase, Display, All)
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13
Definition ActorBase.h:15
Definition BaseInterface.h:17
Definition SaveLoad.h:20