40 virtual void OnWorldBeginPlay(UWorld& InWorld)
override;
41 virtual void Deinitialize()
override;
45 UFUNCTION(BlueprintCallable, Category =
"Situation")
46 void EquipSituation(
const FName& SituationID);
49 UFUNCTION(BlueprintCallable, Category =
"Situation")
50 TArray<USituationBase*> GetEquippedSituations()
const;
53 UFUNCTION(BlueprintCallable, Category =
"Situation")
54 TArray<USituationBase*> GetActiveSituations()
const;
59 void PushTimeFreeze();
69 void EnsurePlayerBinding();
71 void HandleLevelUp(int32 NewLevel);
74 void TryOpenNextSelection();
77 void OpenSelectPopup();
89 void HandleWeaponChanged(const FGameplayTag& PreviousWeaponTag, const FGameplayTag& NewWeaponTag);
92 void EnsureWeaponBinding(APlayerController* PlayerController);
94 APlayerController* ResolvePlayerController();
109 int32 PendingSelectionCount = 0;
112 int32 TimeFreezeCount = 0;
118 TWeakObjectPtr<APlayerController> CachedPlayerController;
120 TWeakObjectPtr<UWeaponLoadoutComponent> BoundWeaponLoadout;
123 FTimerHandle PlayerBindRetryTimerHandle;
Definition MainPlayerState.h:23