Files
Andron666 9c38e93fa4 part7
2022-12-05 20:31:35 +05:00

68 lines
2.3 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Engine/GameInstance.h"
#include "Sockets.h"
#include "TimerManager.h"
#include "Dom/JsonObject.h"
#include "MyGameInstance.generated.h"
/**
*
*/
UCLASS()
class MACHINIST_API UMyGameInstance : public UGameInstance
{
GENERATED_BODY()
public:
FSocket* MySocket;
FTimerHandle timer;
UPROPERTY(BlueprintReadOnly, Category = "Server responses")
FString LAstServResp;
UPROPERTY(BlueprintReadOnly, Category = "Server responses")
FString strjsonTest;
protected:
// map all commands
TMap<FString, int32> CommandMap;
// json object
TSharedPtr<FJsonObject> JsonObject;
UFUNCTION(BlueprintCallable, Category = "Data")
void CreateMapCommand();
UFUNCTION(BlueprintCallable, Category = "Data")
int32 getNumberFunction(FString Command);
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Command server")
void waggonvelocity(int32 id, float speed, int32 idspline, float offset);
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Command server")
void createwaggon(const FString& value, int32 id);
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Command server")
void teleportwaggon(int32 id, int32 idspline, float offset);
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Command server")
void destroywaggon(int32 id);
/*UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Command server")
void connectwagon();
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Command server")
void waggondoorstate(int32 idtrain, int32 doorleft, int32 doorright);
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Command server")
void setfaultwagon(int32 id, int32 index, bool on);
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Command server")
void lightstate(int32 id, int32 state);
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Command server")
void switchstate(int32 id, int32 state);*/
public:
UFUNCTION(BlueprintCallable, Category = "Status client")
void listening(int32 NumberStatus);
UFUNCTION(BlueprintCallable, Category = "Status client")
void SendStatus(int32 NumberStatus);
UFUNCTION(BlueprintCallable, Category = "Status client")
bool StartWorkingAtSocket();
};