Files
MaybeThisTime/Source/MaybeThisTime/Public/ThirdPersonController.h
T
2026-08-15 13:52:59 +02:00

67 lines
2.3 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Controller.h"
#include "GameFramework/PlayerController.h"
#include "ThirdPersonController.generated.h"
class APlayerUnit;
class UUnitManagerComponent;
class AZoneActor;
UCLASS()
class MAYBETHISTIME_API AThirdPersonController : public APlayerController
{
GENERATED_BODY()
public:
AThirdPersonController();
UPROPERTY(VisibleAnywhere, BlueprintReadWrite) UUnitManagerComponent* UnitManager;
UPROPERTY(Replicated, BlueprintReadOnly) FName PlayerFactionID;
UPROPERTY(BlueprintReadWrite) bool bShiftHeld;
// Units
UPROPERTY(Replicated, BlueprintReadOnly) APlayerUnit* PlayerUnit;
UFUNCTION(BlueprintCallable, BlueprintPure) APlayerUnit* GetPlayerUnit() const { return PlayerUnit; }
// Selection
UPROPERTY(BlueprintReadOnly) TArray<ABaseUnit*> SelectedUnits;
UFUNCTION(BlueprintCallable) void SelectUnit(ABaseUnit* Unit, bool bAddToSelection = false);
UFUNCTION(BlueprintCallable) void ClearUnitSelection();
UFUNCTION(BlueprintCallable) void BoxSelect(TArray<ABaseUnit*> UnitsInBox);
UPROPERTY(BlueprintReadOnly) TArray<AZoneActor*> SelectedZones;
UFUNCTION(BlueprintCallable) void SelectZone(AZoneActor* Zone, bool bAddToSelection = false);
UFUNCTION(BlueprintCallable) void ClearZoneSelection();
UFUNCTION(BlueprintCallable) void ClearMySelection();
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnSelectionChanged); // Delegate so UI knows when selection changes
UPROPERTY(BlueprintAssignable) FOnSelectionChanged OnSelectionChanged;
UFUNCTION(BlueprintCallable, BlueprintPure) TArray<AZoneActor*> GetOwnedZones() const;
UFUNCTION(BlueprintCallable) bool SelectClickedActor(AActor* ClickedActor);
// Currently hovered interactable
UPROPERTY() AActor* HoveredActor;
UFUNCTION(BlueprintCallable) void HandleHover();
UFUNCTION(BlueprintCallable) void HandleLeftClick();
UFUNCTION(BlueprintCallable) void HandleRightClick();
// Replication
void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
protected:
virtual void BeginPlay() override;
virtual void Tick(float DeltaTime) override;
private:
UPROPERTY() AActor* LastHoveredActor;
bool IsMouseOverUI() const;
};