Files
UnrealEngineUWP/Engine/Source/Developer/GameplayDebugger/Public/GameplayDebuggerPlayerManager.h
Ryan Vance 7c51ff94af Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
CL 1 of 8
#rb integration

[CL 4748712 by Ryan Vance in Dev-VR branch]
2019-01-17 18:54:05 -05:00

67 lines
1.8 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "GameFramework/Actor.h"
#include "GameplayDebuggerPlayerManager.generated.h"
class AGameplayDebuggerCategoryReplicator;
class APlayerController;
class UGameplayDebuggerLocalController;
class UInputComponent;
USTRUCT()
struct FGameplayDebuggerPlayerData
{
GENERATED_USTRUCT_BODY()
UPROPERTY()
UGameplayDebuggerLocalController* Controller;
UPROPERTY()
UInputComponent* InputComponent;
UPROPERTY()
AGameplayDebuggerCategoryReplicator* Replicator;
};
UCLASS(NotBlueprintable, NotBlueprintType, notplaceable, noteditinlinenew, hidedropdown, Transient)
class AGameplayDebuggerPlayerManager : public AActor
{
GENERATED_UCLASS_BODY()
virtual void TickActor(float DeltaTime, enum ELevelTick TickType, FActorTickFunction& ThisTickFunction) override;
protected:
virtual void BeginPlay() override;
public:
virtual void EndPlay(const EEndPlayReason::Type Reason) override;
void UpdateAuthReplicators();
void RegisterReplicator(AGameplayDebuggerCategoryReplicator& Replicator);
void RefreshInputBindings(AGameplayDebuggerCategoryReplicator& Replicator);
AGameplayDebuggerCategoryReplicator* GetReplicator(const APlayerController& OwnerPC) const;
UInputComponent* GetInputComponent(const APlayerController& OwnerPC) const;
UGameplayDebuggerLocalController* GetLocalController(const APlayerController& OwnerPC) const;
const FGameplayDebuggerPlayerData* GetPlayerData(const APlayerController& OwnerPC) const;
static AGameplayDebuggerPlayerManager& GetCurrent(UWorld* World);
protected:
UPROPERTY()
TArray<FGameplayDebuggerPlayerData> PlayerData;
UPROPERTY()
TArray<AGameplayDebuggerCategoryReplicator*> PendingRegistrations;
uint32 bHasAuthority : 1;
uint32 bIsLocal : 1;
uint32 bInitialized : 1;
};