A Demo Project for the UnrealEngineSDK
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BaseStoryActor.h
Go to the documentation of this file.
1// Copyright(c) Pixo Group. All Rights Reserved.
2
3#pragma once
4
5#include "CoreMinimal.h"
8#include "GameFramework/Actor.h"
11#include "BaseStoryActor.generated.h"
12
16UCLASS(Blueprintable)
17class PIXOCORE_API ABaseStoryActor : public AActor, public IPixoVRStoryObject
18{
21public:
23
24 UPROPERTY(BlueprintReadWrite, EditAnywhere)
25 UStoryComponent* Story;
26
27 UPROPERTY(EditAnywhere, BlueprintReadWrite)
28 UHighlightComponent* HighlightComponent;
29
30 UPROPERTY(BlueprintReadWrite)
31 UHintManager* HintManager;
37 virtual bool IsObjectActive_Implementation() override;
38
44 UFUNCTION(BlueprintNativeEvent)
45 void StepSkipped(FStoryStep SkippedStep, bool IsForward);
46
51 UFUNCTION(BlueprintNativeEvent)
52 void OnHintActivated(bool Activate);
53
57 UFUNCTION(BlueprintNativeEvent)
58 void ActivateHighlightOnActiveStep();
59
60protected:
61 virtual void BeginPlay() override;
68 UFUNCTION()
69 void NewStepActivated(FStoryStep NewStep, bool IsForward);
70
75 UFUNCTION()
76 void NewSubStepActivated(FStoryStep NewSubStep);
77};
Base class for story actors.
UStoryComponent * Story
UPROPERTY(BlueprintReadWrite, EditAnywhere)
GENERATED_BODY()
void OnHintActivated(bool Activate)
Event called when a hint is activated.
void ActivateHighlightOnActiveStep()
Event called to activate the highlight on the active step.
UHintManager * HintManager
UPROPERTY(BlueprintReadWrite)
UHighlightComponent * HighlightComponent
UPROPERTY(EditAnywhere, BlueprintReadWrite)
void StepSkipped(FStoryStep SkippedStep, bool IsForward)
Event called when a step is skipped.
Interface for PixoVR story object functionality.
GENERATED_BODY()
Component responsible for managing object highlighting.
Manager that provides functionality for managing hint activation events.
Definition HintManager.h:19
A component responsible for managing the story progression in story actors.
USTRUCT(BlueprintType)