#pragma once #include "Subsystems/EngineSubsystem.h" #include "SkyPortalRunner.h" #include "SkyPortalSubsystem.generated.h" #pragma region Definitions UENUM(BlueprintType) enum EPortalSide { LEFT UMETA(DisplayName = "Left side"), RIGHT UMETA(DisplayName = "Right side"), BOTH UMETA(DisplayName = "Both left and right"), TRAP UMETA(DisplayName = "Trap") }; UENUM(BlueprintType) enum EPortalCommand { A UMETA(DisplayName = "Activate"), C UMETA(DisplayName = "Color"), J UMETA(DisplayName = "Advanced color"), L UMETA(DisplayName = "Trap color"), M UMETA(DisplayName = "Music"), Q UMETA(DisplayName = "Query"), R UMETA(DisplayName = "Ready"), S UMETA(DisplayName = "Status") }; //// Delegates DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnSkylanderAddedDelegate, int32, SkylanderID, int32, Index); DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnSkylanderRemovedDelegate, int32, SkylanderID, int32, Index); #pragma endregion /* * Handle all the blueprints functions and game logic. * */ UCLASS(MinimalAPI) class USkyPortalSubsystem : public UEngineSubsystem { GENERATED_BODY() public: // Override initialization and deinitialization methods virtual void Initialize(FSubsystemCollectionBase& Collection) override; virtual void Deinitialize() override; /********* Portal Actions *************/ /* The first function to run, before anything else. * It will re-init and prepare the portal for receiving/sending inputs * * return false if portal is not found */ UFUNCTION(BlueprintCallable, CallInEditor, meta = (Category = "SkyPortal")) SKYPORTAL_API bool ConnectPortal(); UFUNCTION(BlueprintCallable, CallInEditor, meta = (Category = "SkyPortal|Commands")) SKYPORTAL_API void Ready(); /*Send a **Status** command, to see if the portal is ready to receive new commands*/ UFUNCTION(BlueprintCallable, BlueprintPure, meta = (Category = "SkyPortal|NOT FUNCTIONING")) SKYPORTAL_API bool bIsPortalReady(); UFUNCTION(BlueprintCallable, meta = (Category = "SkyPortal|NOT FUNCTIONING")) SKYPORTAL_API void SendPortalCommand(EPortalCommand Command); UFUNCTION(BlueprintCallable, meta = (Category = "SkyPortal|NOT FUNCTIONING")) SKYPORTAL_API void SendPortalSound(USoundWave* Sound); /* Change portal color, ideally should be called just at the start.For gameplay usage, use ChangePortalColorside()*/ UFUNCTION(BlueprintCallable, CallInEditor, meta = (AutoCreateRefTerm = "Color", Category = "SkyPortal|Cosmetic")) SKYPORTAL_API void ChangePortalColor(const FLinearColor& Color = FLinearColor::Green); /** * Change the color of the portal, can separate side and even trap ligth * @param NextColor New color * @param PortalSide The actors to record * @param BlendTime Blend between current color and NextColor, in milliseconds */ UFUNCTION(BlueprintCallable, CallInEditor, meta = (AutoCreateRefTerm = "NextColor", Category = "SkyPortal|Cosmetic", HideAlphaChannel)) SKYPORTAL_API void ChangePortalColorside(const FLinearColor& NextColor = FLinearColor::Green, const EPortalSide PortalSide = EPortalSide::BOTH, const float BlendTime = 500.0f); // Blueprint-assignable event property UPROPERTY(BlueprintAssignable, Category = "SkyPortal|Skylander") FOnSkylanderAddedDelegate OnSkylanderAdded; // Blueprint-assignable event property UPROPERTY(BlueprintAssignable, Category = "SkyPortal|Skylander") FOnSkylanderRemovedDelegate OnSkylanderRemoved; UPROPERTY(BlueprintReadOnly) FPortalStatusData CurrentStatusData; UPROPERTY(BlueprintReadOnly) FPortalStatusData OldStatusData; UPROPERTY(BlueprintReadOnly) uint32 PortalId; EPortalCommand GetPortalCommandFromChar(unsigned char Char); UPROPERTY(VisibleAnywhere, BlueprintReadOnly) bool bPortalConnected = false; UFUNCTION() TArray QueryBlock(uint8 characterIndex, uint8 block = 0x00); USkyPortalIO* PortalHandle; private: FPortalStatusData ParsePortalStatus(const WriteBlock& ResponseBlock); static void Sleep(int sleepMs); void ActivatePortal(int active); // Block/byte related data write/read functions FigureDataBlock ReadFigureBlocks(uint8 FigureIndex); bool FalsePositive() const; // Pointer to the status checker thread FPortalStatusChecker* StatusChecker; FRunnableThread* StatusCheckerThread; protected: };