14 : public UActorComponent
15{
16 GENERATED_BODY()
17
18public:
19 UChatSystemComponent();
20
21 UFUNCTION(BlueprintCallable, Category="Chat
System")
22 void ToggleChatWindow(bool bOpen);
23 UFUNCTION(BlueprintCallable, Category="Chat
System")
25 UFUNCTION(BlueprintCallable, Category="Chat
System")
26 void SetOwnerPlayerController(APlayerController* OwnerController){OwnerPlayerController = OwnerController;};
27
28 UFUNCTION(BlueprintCallable, Category="Chat System")
29 void SetChatBoxWidget(class
UChatBoxWidget* ChatBox){ChatBoxWidget = ChatBox;};
30 UFUNCTION(BlueprintPure, BlueprintCallable, Category="Chat System")
31 bool GetIsChatBoxOpen() const {return bChatOpen;};
32
33 UFUNCTION(BlueprintCallable, Category="Chat System")
34 void ComponentSetup();
35
36
37protected:
40 UFUNCTION(NetMulticast, Reliable, Category="Chat
System")
42 UFUNCTION(BlueprintCallable, Category="Chat
System")
44
45 UFUNCTION(BlueprintCallable, Category="Chat
System")
46 void CreateChatOverlayWidget();
47
48
49 UFUNCTION(BlueprintCallable, Category="Chat
System")
51
52 UFUNCTION(BlueprintCallable, Category="Chat
System|Commands")
53 void ClearChat() const;
54 UFUNCTION(BlueprintCallable, Category="Chat
System|Commands")
55 void ShowHelpCommands();
56 UFUNCTION(BlueprintCallable, Category="Chat
System|Commands")
57 void MutePlayer(const FString& Argument);
58
59 UFUNCTION(BlueprintCallable, Category="Chat
System|Commands")
60 void SendTeamMessage(const FString& Argument);
61 UFUNCTION(BlueprintCallable, Category="Chat
System|Commands")
62 void SendPrivateMessage(const FString& Argument);
63 UFUNCTION(BlueprintCallable, Category="Chat
System|Commands")
64 void SendDirectMessage(const FString& Argument);
65 UFUNCTION(BlueprintCallable, Category="Chat
System|Commands")
66 void SendGuildMessage(const FString& Argument);
67
68 UFUNCTION(BlueprintCallable, Category="Chat
System|Commands")
69 void SendServerCommand(const FString& Argument);
70 UFUNCTION(BlueprintCallable, Category="Chat
System|Commands")
71 void SendClientCommand(const FString& Argument);
72
73
74
75 UFUNCTION(BlueprintCallable, Category="Chat
System")
76 void SendWelcomeMessage();
77
78 UFUNCTION(BlueprintCallable, Category="Chat
System")
79 bool GetPlayerProfile();
80
81 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Chat
System|Hint")
82 FString OpenChatText;
83 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Chat
System|Hint")
84 FString OpenChatHintStart = "Press";
85 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Chat
System|Hint")
86 FString OpenChatHintEnd = "To
Open Chat";
87 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Chat
System|Hint")
88 FString OpenChatKey = "[
Enter]";
89 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Chat
System|Join Message")
90 FString JoinMessageText = "Welcome to the server!";
91 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Chat
System|Join Message")
93 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Chat
System|Widget")
94 float TextLifetime = 15.0f;
95
96 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Chat
System|Join Message")
97 bool bShowWelcomeMessage = false;
98
99
100 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Chat
System|Player")
102
103 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Chat
System|Player")
105
106 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Chat
System|Player")
107 bool bUsesHUDWidgets = true;
108 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Chat
System|Debugging")
109 bool bDebuggingMode = false;
110
111
112
113private:
114
115 UFUNCTION()
117
118 bool bChatOpen = false;
119
120
121 UPROPERTY()
122 APlayerController* OwnerPlayerController;
123
124 UPROPERTY(EditAnywhere, Category="Chat
System|Widget")
126 UPROPERTY(EditAnywhere, Category="Chat
System|Widget")
128
129};
EChatSystemCategory
Definition ChatData.h:14
EChatSystemMessageType
Definition ChatData.h:25
EChatSystemCommandType
Definition ChatData.h:37
Definition ChatTextWidget.h:12
Definition BaseData.h:1239