36 virtual void BeginPlay()
override;
37 virtual void Tick(
float DeltaTime)
override;
41 UFUNCTION(BlueprintCallable)
42 virtual void SetInputItem(TArray<TSubclassOf<APickableItem>> _items);
43 UFUNCTION(BlueprintCallable)
45 UFUNCTION(BlueprintCallable)
46 virtual void SetOutputItem(TArray<TSubclassOf<APickableItem>> _items);
50 UFUNCTION(BlueprintCallable)
52 UFUNCTION(BlueprintCallable)
54 UFUNCTION(BlueprintCallable)
55 void FinishExecute(
bool _success);
56 UFUNCTION(BlueprintCallable)
57 void SpawnItem(
int i);
58 UFUNCTION(BlueprintCallable)
60 UFUNCTION(BlueprintCallable)
61 void PartialReset(TSubclassOf<APickableItem> itemClass);
65 UPROPERTY(EditAnywhere, BlueprintReadOnly)
66 UBillboardComponent* snapPlayerPoint1;
67 UPROPERTY(EditAnywhere, BlueprintReadOnly)
68 UBillboardComponent* snapPlayerPoint2;
69 UPROPERTY(EditAnywhere, BlueprintReadOnly)
70 UBillboardComponent* outputSpawnPoint;
71 UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
72 TMap<UBillboardComponent*,
AMainPlayer*> snapPointMap;
75 UPROPERTY(EditAnywhere, BlueprintReadOnly)
76 UBoxComponent* inputBox;
81 void InteractWithObject_Implementation(
AMainPlayer* Player, AActor* Object);
85 UFUNCTION(BlueprintCallable)
86 bool checkItemPresent();
87 UFUNCTION(BlueprintCallable)
89 UFUNCTION(BlueprintCallable)
91 UFUNCTION(BlueprintCallable)
92 void RemoveItemFromList(
int i);
93 UFUNCTION(BlueprintCallable)
98 UFUNCTION(BlueprintNativeEvent)
99 void OnFirstSnapPointResult(EQTEResult Result);
100 void OnFirstSnapPointResult_Implementation(EQTEResult Result);
101 UFUNCTION(BlueprintNativeEvent)
102 void OnSecondSnapPointResult(EQTEResult Result);
103 void OnSecondSnapPointResult_Implementation(EQTEResult Result);
104 UFUNCTION(BlueprintNativeEvent)
107 UFUNCTION(BlueprintNativeEvent)
110 UFUNCTION(BlueprintNativeEvent)
111 void OnQTEComplete(const
bool bSuccess);
112 void OnQTEComplete_Implementation(const
bool bSuccess);
115 UBillboardComponent* GetNearestComponent(FVector ToLocation, TArray<UBillboardComponent*> Components);
120 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
121 USceneComponent* DefaultRootComponent;
125 UPROPERTY(EditAnywhere)
128 UPROPERTY(EditAnywhere)
130 UPROPERTY(EditAnywhere)
135 UPROPERTY(EditAnywhere)
137 UPROPERTY(EditAnywhere)
144 UPROPERTY(EditAnywhere)
145 float MaxSnapPointDistance = 200.f;
Main player character for cooperative gameplay.
Definition MainPlayer.h:32