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https://github.com/Theaninova/BeatLanguageMapper.git
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Initial Commit!
いきますよ!
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/*
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By Rama
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*/
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#pragma once
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//HTTP
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#include "Http.h"
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#include "Runtime/Engine/Classes/GameFramework/PlayerController.h"
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#include "VictoryPC.generated.h"
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DECLARE_LOG_CATEGORY_EXTERN(VictoryPCLog, Log, All);
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//Exposing the UE4 Subtitle system for Solus
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// <3 Rama
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USTRUCT(BlueprintType)
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struct FVictorySubtitleCue
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{
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GENERATED_USTRUCT_BODY()
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/** The text to appear in the subtitle. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=SubtitleCue)
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FText SubtitleText;
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/** The time at which the subtitle is to be displayed, in seconds relative to the beginning of the line. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=SubtitleCue)
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float Time;
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FVictorySubtitleCue()
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: Time(0)
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{ }
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FVictorySubtitleCue(const FText& InText, float InTime)
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: SubtitleText(InText)
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, Time(InTime)
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{}
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};
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UCLASS()
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class VICTORYBPLIBRARY_API AVictoryPC : public APlayerController
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{
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GENERATED_BODY()
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public:
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AVictoryPC(const FObjectInitializer& ObjectInitializer);
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/**
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* When the sound is played OnVictorySubtitlesQueued will be called with the subtitles!
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* You can bind an event off of the audio component for OnAudioFinished to know hwen the sound is done!
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*/
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UFUNCTION(Category="Victory Subtitles", BlueprintCallable, BlueprintCosmetic, meta=( UnsafeDuringActorConstruction = "true", Keywords = "play" ))
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UAudioComponent* VictoryPlaySpeechSound(class USoundBase* Sound, float VolumeMultiplier = 1.f, float PitchMultiplier = 1.f, float StartTime = 0.f);
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UFUNCTION(Category="Victory Subtitles", BlueprintImplementableEvent)
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void OnVictorySubtitlesQueued(const TArray<struct FVictorySubtitleCue>& VictorySubtitles, float CueDuration);
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UFUNCTION()
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void Subtitles_CPPDelegate(const TArray<struct FSubtitleCue>& VictorySubtitles, float CueDuration);
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public:
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/** This node relies on http://api.ipify.org, so if this node ever stops working, check out http://api.ipify.org. Returns false if the operation could not occur because HTTP module was not loaded or unable to process request. */
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UFUNCTION(BlueprintCallable, Category="Victory PC")
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bool VictoryPC_GetMyIP_SendRequest();
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/** Implement this event to receive your IP once the request is processed! This requires that your computer has a live internet connection */
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UFUNCTION(BlueprintImplementableEvent, Category = "Victory PC", meta = (DisplayName = "Victory PC ~ GetMyIP ~ Data Received!"))
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void VictoryPC_GetMyIP_DataReceived(const FString& YourIP);
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void HTTPOnResponseReceived(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful);
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};
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