Space Plunder
Loading...
Searching...
No Matches
BaseRoomActor.h
Go to the documentation of this file.
1// Fill out your copyright notice in the Description page of Project Settings.
2
3#pragma once
4
5#include "CoreMinimal.h"
6#include "ActorBase.h"
7#include "GameFramework/Actor.h"
8#include "BaseRoomActor.generated.h"
9
10class UPointLightComponent;
11
12UCLASS()
13class BASEHELPERS_API ABaseRoomActor : public AActorBase
14{
15 GENERATED_BODY()
16
17public:
19
21 UFUNCTION(BlueprintCallable, Category="Room")
22 void SetPhysicsObjectsActive(const bool bActive);
23 UFUNCTION(BlueprintImplementableEvent, Category="Room")
24 void OnSetPhysicsObjectsActive(const bool bActive);
25
26 UFUNCTION(BlueprintCallable, Category="Room")
27 void SetRoomGravity(const bool bOn);
28 UFUNCTION(BlueprintImplementableEvent, Category="Room")
29 void OnSetRoomGravity(const bool bOn);
30
31
32 //@TODO if no Characters inside, Hide all objects?
33
34protected:
35 virtual void BeginPlay() override;
36
38 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Room")
39 class USceneComponent* SceneComponent;
40
41 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Room")
42 class USceneComponent* WallsRootComponent;
43 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Room")
44 class USceneComponent* FloorRootComponent;
45 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Room")
46 class USceneComponent* CeilingRootComponent;
47
48
49
50 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Room")
51 TArray<AActor*> AllPhysicsObjects;
52 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Room")
53 TArray<UStaticMeshComponent*> AllWallMeshes;
54 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Room")
55 TArray<UStaticMeshComponent*> AllFloorMeshes;
56 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Room")
57 TArray<UStaticMeshComponent*> AllCeilingMeshes;
58
59 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Room")
60 TArray<UPointLightComponent*> AllPointLights;
61
62 // UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Room")
63 // TArray<AActor*> ConnectingRooms;
64
65};
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13
Definition ActorBase.h:15
Definition BaseRoomActor.h:14