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- #pragma once
- #include "CoreMinimal.h"
- #include "GameFramework/Actor.h"
- #include "TriggerActor.generated.h"
- class ATriggerActionBase;
- class UTriggerOptionBase;
- UCLASS()
- class UE4SYSTEMS_API ATriggerActor : public AActor
- {
- GENERATED_BODY()
- public:
- ATriggerActor();
- UFUNCTION(BlueprintCallable)
- void AttemptToTrigger();
- bool CanBeTriggered() const;
- bool HasBeenTriggered() const { return bHasBeenTriggered; }
- int GetTriggerCount() const { return TriggerCount; }
- protected:
- virtual void BeginPlay() override;
- private:
- void OnTriggerOptionCompletedCB();
- UTriggerOptionBase* TriggerOption;
- UPROPERTY(EditAnywhere)
- bool bCanBeTriggeredMoreThanOnce;
- UPROPERTY(EditAnywhere)
- TArray<ATriggerActionBase*> TriggerActions;
- /** This trigger actor won't be able to start a trigger process unless its' TriggerConditions has been met, meaning that it's TriggerActors has been succesfully triggered. */
- UPROPERTY(EditAnywhere)
- TArray<ATriggerActor*> TriggerConditions;
- UPROPERTY(EditAnywhere)
- TArray<ATriggerActor*> CompletionTriggers;
- bool bHasBeenTriggered;
- int TriggerCount;
- };
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