36 UFUNCTION(Client, Reliable)
37 void Client_ToastMessage(const FString& Message);
40 UFUNCTION(Client, Reliable)
41 void Client_UpdateSpeakQuest(int32 StepIndex);
44 UFUNCTION(Client, Reliable)
45 void Client_EndSpeakQuest();
47 UFUNCTION(Client, Reliable)
48 void Client_InteractKiosk();
52 UFUNCTION(Client, Reliable)
58 UFUNCTION(Server, Reliable)
64 UFUNCTION(Server, Reliable)
65 void Server_SendDoorMessage(int32 InDoorIndex,
bool bOpen);
68 virtual
void BeginPlay() override;
69 virtual
void SetupInputComponent() override;
73 void OnDoorMessage(int32 InDoorIndex,
bool bInOpen, AActor* EventInstigator);
76 UPROPERTY(EditDefaultsOnly, Category="Input")
77 TObjectPtr<class UInputMappingContext> IMC_Default;
79 UPROPERTY(EditDefaultsOnly, Category="Input") TObjectPtr<class UInputAction> IA_Move;
80 UPROPERTY(EditDefaultsOnly, Category="Input") TObjectPtr<class UInputAction> IA_Look;
81 UPROPERTY(EditDefaultsOnly, Category="Input") TObjectPtr<class UInputAction> IA_Jump;
82 UPROPERTY(EditDefaultsOnly, Category="Input") TObjectPtr<class UInputAction> IA_Record;
83 UPROPERTY(EditDefaultsOnly, Category="Input") TObjectPtr<class UInputAction> IA_Grab;
84 UPROPERTY(EditDefaultsOnly, Category="Input") TObjectPtr<class UInputAction> IA_Interact;
85 UPROPERTY(EditDefaultsOnly, Category="Input") TObjectPtr<class UInputAction> IA_Run;
86 UPROPERTY(EditDefaultsOnly, Category="Input") TObjectPtr<class UInputAction> IA_Info;
87 UPROPERTY(EditDefaultsOnly, Category="Input") TObjectPtr<class UInputAction> IA_Hook;
88 UPROPERTY(EditDefaultsOnly, Category="Input") TObjectPtr<class UInputAction> IA_Chat;
89 UPROPERTY(EditDefaultsOnly, Category="Input") TObjectPtr<class UInputAction> IA_History;
90 UPROPERTY(EditDefaultsOnly, Category="Input") TObjectPtr<class UInputAction> IA_HowToCtrl;
91 UPROPERTY(EditDefaultsOnly, Category="Input") TObjectPtr<class UInputAction> IA_HowToPlay;
94 void OnMove(const FInputActionValue& Value);
95 void OnLook(const FInputActionValue& Value);
97 void OnStopMove(const FInputActionValue& Value);
98 void OnJump(const FInputActionValue& Value);
99 void OnRun(const FInputActionValue& Value);
101 void OnRecordPressed(const FInputActionValue& Value);
102 void OnRecordReleased(const FInputActionValue& Value);
104 void OnGrab(const FInputActionValue& Value);
105 void OnGrabRelease(const FInputActionValue& Value);
107 void OnInteract(const FInputActionValue& Value);
109 void OnInfo(const FInputActionValue& Value);
111 void OnHook(const FInputActionValue& Value);
113 void OnChat(const FInputActionValue& Value);
115 void OnHistory(const FInputActionValue& Value);
117 void OnHowToCtrl(const FInputActionValue& Value);
119 void OnHowToPlay(const FInputActionValue& Value);
121 UFUNCTION(Server, Reliable)
122 void Server_OnGrab();
124 UFUNCTION(Server, Reliable)
125 void Server_OnGrabRelease();
127 UFUNCTION(Server, Reliable)
128 void Server_OnInteract();
130 UFUNCTION(Server, Reliable)
131 void Server_OnHook();
133 UFUNCTION(Server, Reliable)
134 void Server_RequestDrop();
137 UFUNCTION(Server, Reliable)
141 UFUNCTION(BlueprintCallable, Category = "Chat")
142 class UChatHistorySystem* GetChatHistorySystem()
const {
return ChatHistorySystem; }
146 void UpdateSpeakWidget(int32 StepIndex);
148 void RequestSpeakResult();
153 UFUNCTION(NetMulticast, Reliable)
157 UFUNCTION(Client, Reliable)
163 void UpdateQuestInfoWidget();
165 void UpdateQuestOrderWidget(const FString& inQuestOrder);
169 void TEST_DropperDropProcess();
170 void TEST_AddItemToBoxList();
173 UFUNCTION(Server, Reliable)
174 void ServerRPC_SendChat(const FText& inMessage);
178 UFUNCTION(Server, Reliable)
179 void ServerRPC_SendAIQuestion(const FString& Question);
194 UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
195 class UTutorialComponent* TutorialComponent;
197 bool ShouldSkipTutorial() const;
198 void StartTutorialManually();
200 void OnTutorialCompleted();
207 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Chat", meta = (AllowPrivateAccess = "true"))
208 TObjectPtr<class UChatHistorySystem> ChatHistorySystem;