A Demo Project for the UnrealEngineSDK
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StoryComponent.h
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1// Copyright(c) Pixo Group. All Rights Reserved.
2
3#pragma once
4
5#include "CoreMinimal.h"
7#include "StoryComponent.generated.h"
8
9class UGameManager;
10
14UCLASS(ClassGroup=(Story), meta=(BlueprintSpawnableComponent))
15class PIXOCORE_API UStoryComponent : public UActorComponent
16{
17 GENERATED_BODY()
18
19public:
20 virtual void BeginPlay() override;
21
22 UFUNCTION(BlueprintCallable, Category = "Story|Script")
23 void ExecuteScript();
24
25 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Story|Setup")
26 TArray<FText> ActiveSteps;
27
28 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Story|Setup")
29 TArray<FText> ActiveSubSteps;
30
31 UPROPERTY(BlueprintReadWrite)
32 bool ObjectActive;
33
34 UPROPERTY(BlueprintReadWrite)
35 UStoryManager* StoryManager;
36
37 UPROPERTY(BlueprintReadOnly, Category = "Story|Setup")
38 UGameManager* GameManager;
39
40 UPROPERTY(BlueprintReadWrite)
41 FText ActiveStep;
43 UPROPERTY(BlueprintReadWrite)
44 FText ActiveSubStep;
45
46private:
52 UFUNCTION()
53 void NewStep(FStoryStep NewStep, bool IsForward);
59 UFUNCTION()
60 void NewSubStep(FStoryStep NewSubStep);
61
65 UFUNCTION()
66 void StoryLoaded();
67};
Manager for managing player experience, accepts various events such as player teleportation,...
Definition GameManager.h:21
A component responsible for managing the story progression in story actors.
FText ActiveStep
UPROPERTY(BlueprintReadWrite)
TArray< FText > ActiveSteps
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Story|Setup")
GENERATED_BODY()
UGameManager * GameManager
UPROPERTY(BlueprintReadOnly, Category = "Story|Setup")
bool ObjectActive
UPROPERTY(BlueprintReadWrite)
FText ActiveSubStep
UPROPERTY(BlueprintReadWrite)
TArray< FText > ActiveSubSteps
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Story|Setup")
UStoryManager * StoryManager
UPROPERTY(BlueprintReadWrite)
Manager that provides handling story-related operations and data.
USTRUCT(BlueprintType)