Space Plunder
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InteractableCharacter.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"
7#include "InteractableCharacter.generated.h"
8
9struct FInputActionValue;
10
12UCLASS()
13class INTERACTION_API AInteractableCharacter : public ACharacterBase
14{
15 GENERATED_BODY()
16
17public:
18 explicit AInteractableCharacter(const FObjectInitializer& ObjectInitializer);
19
20 virtual USceneComponent* GetThrowPoint() const override;
21
22 UFUNCTION()
23 virtual void ReceiveStartFocus(AActor* Caller);
24 UFUNCTION()
25 virtual void ReceiveEndFocus(AActor* Caller);
26 UFUNCTION()
27 virtual void ReceiveOnInteract(AActor* Caller, const EInteractionType InteractionType);
28 UFUNCTION()
29 virtual void ReceiveOnEndInteract(AActor* Caller);
30 UFUNCTION()
31 virtual void ReceiveOnOverlap(AActor* Caller);
32 UFUNCTION()
33 virtual void ReceiveOnEndOverlap(AActor* Caller);
34 UFUNCTION()
35 virtual void ReceiveToggleSwitch(AActor* Caller, const bool bOn);
36
37protected:
38 virtual void BeginPlay() override;
39 virtual void OnPawnSpawned() override;
40
41 UFUNCTION()
42 virtual void InteractionDataUpdated();
43
44
45 // virtual void CameraUpAction(const float Value);
46 // virtual void CameraRightAction(const float Value);
47 // virtual void SelectionUpAction(const bool bValue);
48 //
49 // virtual void UseAction(const bool bValue);
50 // virtual void PingAction(const bool bValue);
51 // virtual void PingMenuAction() const;
52 // virtual void GrabAction(const bool bValue) const;
53 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Pickups")
54 USceneComponent* ThrowPoint;
55 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Interaction")
56 class UInteractionComponent* InteractionComponent;
57 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Interaction")
58 class UInteractableActorComponent* InteractableActorComponent;
59 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Interaction")
60 class USphereComponent* InteractionSphere;
61
62 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Inventory")
63 class UInventoryComponent* InventoryComponent;
64 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Audio Reaction")
65 class UAudioReactionComponent* AudioReactionComponent;
66
67 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category= "Interaction|Material")
68 bool bAlwaysShowOutline = false;
69
70};
EInteractionType
Definition BaseData.h:149
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13
Definition CharacterBase.h:21
Definition InteractableCharacter.h:14
Definition Interaction.Build.cs:6