entity_spell_system/Queued/ASDef_SpellSystem/GameObjectSpellMgr.h
2019-04-20 14:02:55 +02:00

112 lines
2.9 KiB
C++

#pragma once
#include <System/System.h>
#include "FakeNetworkBehaviour.h"
#include "WorldEntity.h"
#include "GameObject.h"
#include <System/Collections/Generic/List.h>
#include "Camera.h"
#include "Rect.h"
#include "RaycastResult.h"
#include "PointerEventData.h"
#include "RaycastHit.h"
#include "Vector2.h"
#include "Vector3.h"
#include "Entity.h"
#include "EventSystem.h"
#include "Stats.h"
#include "SpellCastData.h"
#include "Debug.h"
#include "SpellMgr.h"
#include "Ray.h"
#include "Physics.h"
using namespace UnityEngine;
using namespace BS::Player;
using namespace System::Collections::Generic;
using namespace UnityEngine::EventSystems;
using namespace System;
namespace BS {
namespace SpellsNS {
namespace SpellMgrs {
class GameObjectSpellMgr : public virtual FakeNetworkBehaviour, public virtual Object
{
//Attribute: SerializeField*
private:
int spellId;
private:
WorldEntity* localPlayer;
private:
List_T<GameObject>* interact;
private:
Camera* cam;
private:
Rect* tcRect;
private:
int tcPointer;
private:
float tcTime;
private:
bool tcIsMouse;
private:
List_T<RaycastResult>* raycastResult;
private:
PointerEventData* tcPed;
private:
List_T<GameObject>* clickThroughGOs;
private:
RaycastHit* rch;
private:
Vector2* v2tmp;
private:
Vector3* tmp;
private:
Vector3* tmp2;
public:
int getSpellId();
public:
void setSpellId(int value);
public:
virtual void Start();
public:
void CastSpell(WorldEntity* player, GameObject* interactWith);
public:
void CmdCastSpell(WorldEntity* player, GameObject* interactWith);
public:
void SCastSpell(WorldEntity* player, GameObject* interactWith);
public:
void AICastSpell(WorldEntity* player, GameObject* interactWith);
private:
bool IsInRange(GameObject* player, GameObject* interactWith);
private:
void OnLocalPlayerChanged(Entity* p);
public:
bool TouchDown(float x, float y, int pointer, int button);
public:
bool TouchUp(float x, float y, int pointer, int button);
public:
bool TouchDragged(float x, float y, int pointer, int button);
public:
bool MouseDown(float x, float y, int button);
public:
bool MouseUp(float x, float y, int button);
public:
bool MouseDrag(float x, float y, float deltaX, float deltaY, int button);
public:
bool MouseMove(float x, float y, float deltaX, float deltaY);
public:
bool ScrollWheel(float deltaX, float deltaY);
public:
void OnPointerDown(float x, float y, int pointer, int button, bool isMouse);
public:
void OnPointerUp(float x, float y, int pointer, int button, bool isMouse);
public:
void TryToTarget(float x, float y);
public:
bool EpsilonEquals(float a, float b);
public:
GameObjectSpellMgr();
};
}
}
}