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