// Fill out your copyright notice in the Description page of Project Settings. #pragma once #include "CoreMinimal.h" #include "Engine/GameInstance.h" #include "cppGI.generated.h" /** * */ USTRUCT(BlueprintType) struct Fcppcoords { GENERATED_BODY() UPROPERTY(BlueprintReadWrite, category = "default") int32 flat = -1; UPROPERTY(BlueprintReadWrite, category = "default") int32 type = 0; UPROPERTY(BlueprintReadWrite, category = "default") int32 zone = 1; UPROPERTY(BlueprintReadWrite, category = "default") int32 house = -1; UPROPERTY(BlueprintReadWrite, category = "default") int32 section = -1; UPROPERTY(BlueprintReadWrite, category = "default") int32 floor = -1; }; USTRUCT(BlueprintType) struct FcppLevelStruct { GENERATED_BODY() UPROPERTY(BlueprintReadWrite) Fcppcoords coords; UPROPERTY(BlueprintReadWrite) bool dontUnload = false; UPROPERTY(BlueprintReadWrite) FString path; UPROPERTY(BlueprintReadWrite) float Z = 0; UPROPERTY(BlueprintReadWrite) int32 anotherLvl = -1; UPROPERTY(BlueprintReadWrite) FName uniqName; }; UCLASS() class GRAFFMODULE_API UcppGI : public UGameInstance { GENERATED_BODY() public: UFUNCTION(blueprintcallable, category = "cppFuncLib") static void cppCoordsEq(Fcppcoords coords, Fcppcoords coords1, bool relevantMinus2, bool fastEq, bool& flat_, bool& type_, bool& zone_, bool& house_, bool& section_, bool& floor_, bool& fullEq); /*returns array of levels for binding*/ UFUNCTION(blueprintcallable, Category = "LevelLoading", meta = (WorldContext = "WorldContextObject")) TArray cppLvlManage(UObject* WorldContextObject, Fcppcoords currentCoords, uint8 currentState); /*list of lvls for anyway loading*/ UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "levelLoading") TArray cppWhiteList; /*list of lvls for anyway not loading*/ UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "levelLoading") TArray cppBlackList; /*list of coords for regular loading*/ UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "LevelLoading") TArray cppLoadList; /*list of created level names*/ UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "LevelLoading") TArray cppCreatedList; /*list of loaded/loading right now level names*/ UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "LevelLoading") TArray cpploadedList; /*list of lvls struct created by levelloader*/ UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "levelLoading") TArray cppLevels; };