Base functionality for MapObject placement
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@@ -11,7 +11,7 @@ class AAdventureMap;
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class AHexTile;
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class AAdventureCameraPawn;
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class AAdventureCharacter;
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class AMapObject;
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/**
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*
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*/
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@@ -23,6 +23,7 @@ class FRAY_API AAdventurePlayerController : public APlayerController
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public:
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AAdventurePlayerController();
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// General
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UPROPERTY()
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UWorld* World;
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UPROPERTY()
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@@ -31,11 +32,31 @@ public:
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AHexTile* SpawnHex;
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UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Runtime")
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AHexTile* CurrentHex;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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AHexTile* HoveredHex;
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UFUNCTION(BlueprintCallable)
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void LeftClick();
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protected:
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virtual void BeginPlay() override;
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virtual void SetupInputComponent() override;
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public:
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void AdvClick();
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// Object Placement
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UPROPERTY(BlueprintReadWrite, VisibleAnywhere)
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bool bInPlacementMode;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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TSubclassOf<AMapObject> PlaceObjClass;
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UPROPERTY(BlueprintReadWrite, VisibleAnywhere)
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AMapObject* PlaceObj;
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UFUNCTION(BlueprintCallable)
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void TogglePlacing();
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UFUNCTION(BlueprintCallable)
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void FitOnGrid(AMapObject* MapObject);
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UFUNCTION()
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void PlaceObject(TSubclassOf<AMapObject> MapObjClass, AHexTile* OnHex);
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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};
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