Added session system
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@@ -4,6 +4,8 @@
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#include "LocationTrigger.h"
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#include "Components/BoxComponent.h"
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#include "NakedDesire/Global/SessionManagerSubsystem.h"
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#include "NakedDesire/Player/NakedDesireCharacter.h"
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ALocationTrigger::ALocationTrigger()
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@@ -19,3 +21,38 @@ ULocationData* ALocationTrigger::GetLocationData() const
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return LocationData;
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}
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void ALocationTrigger::BeginPlay()
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{
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Super::BeginPlay();
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if (bIsApartment)
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{
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BoxTrigger->OnComponentBeginOverlap.AddDynamic(this, &ALocationTrigger::OnTriggerBeginOverlap);
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BoxTrigger->OnComponentEndOverlap.AddDynamic(this, &ALocationTrigger::OnTriggerEndOverlap);
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}
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}
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void ALocationTrigger::OnTriggerBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
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{
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if (!OtherActor || !OtherActor->IsA<ANakedDesireCharacter>())
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return;
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if (USessionManagerSubsystem* SessionManager = GetWorld()->GetSubsystem<USessionManagerSubsystem>())
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{
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SessionManager->NotifyEnteredApartment();
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}
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}
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void ALocationTrigger::OnTriggerEndOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
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{
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if (!OtherActor || !OtherActor->IsA<ANakedDesireCharacter>())
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return;
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if (USessionManagerSubsystem* SessionManager = GetWorld()->GetSubsystem<USessionManagerSubsystem>())
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{
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SessionManager->NotifyLeftApartment();
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}
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}
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@@ -20,8 +20,26 @@ class NAKEDDESIRE_API ALocationTrigger : public AActor
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UPROPERTY(EditAnywhere)
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ULocationData* LocationData;
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// When set, the player crossing this trigger drives session start / end on
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// USessionManagerSubsystem (GDD §4.1 / §4.3). Exactly one trigger — the
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// apartment — should have this checked.
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UPROPERTY(EditAnywhere, Category = "Session")
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bool bIsApartment = false;
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public:
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ALocationTrigger();
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ULocationData* GetLocationData() const;
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protected:
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virtual void BeginPlay() override;
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private:
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UFUNCTION()
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void OnTriggerBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
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UFUNCTION()
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void OnTriggerEndOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex);
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};
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