text: // © 2014 - 2017 Soverance Studios
  // http://www.soverance.com
  
  // Licensed under the Apache License, Version 2.0 (the "License");
  // you may not use this file except in compliance with the License.
  // You may obtain a copy of the License at
  
  // http://www.apache.org/licenses/LICENSE-2.0
  
  // Unless required by applicable law or agreed to in writing, software
  // distributed under the License is distributed on an "AS IS" BASIS,
  // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
  // See the License for the specific language governing permissions and
  // limitations under the License.
  
  #pragma once
  
  #include "NPCs/EtherealNPCMaster.h"
  #include "Gatekeeper.generated.h"
  
  // Forward Declaration
  class UTutorial;
  
  UCLASS()
  class ETHEREAL_API AGatekeeper : public AEtherealNPCMaster
  {
  	GENERATED_BODY()
  	
  public:
  
  	// Sets default values for this actor's properties
  	AGatekeeper(const FObjectInitializer& ObjectInitializer);
  
  	// BeginPlay Override
  	virtual void BeginPlay() override;
  
  	// Called every frame
  	virtual void Tick(float DeltaSeconds) override;
  
  	// Interact Box - Player must be within this volume in order to interact with this NPC
  	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Default)
  	UBoxComponent* CombatBox_Right;
  
  	// Interact Box - Player must be within this volume in order to interact with this NPC
  	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Default)
  	UBoxComponent* CombatBox_Left;
  
  	// Function called when the player enters the InteractBox
  	UFUNCTION(BlueprintCallable, Category = Default)
  	void EnterCombatTutorialZone(class UPrimitiveComponent* HitComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
  
  	// Function called when the player can no longer interact with this NPC
  	UFUNCTION(BlueprintCallable, Category = Default)
  	void ExitCombatTutorialZone(class UPrimitiveComponent* HitComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex);
  
  	// Mesh.
  	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Default)
  	USkeletalMeshComponent* Mesh;
  	USkeletalMesh* SM_Mesh;
  
  	// Interact with this NPC
  	UFUNCTION(BlueprintCallable, Category = Default)
  	void CustomInteract();
  
  	// SpawnTutorialWidget
  	UFUNCTION(BlueprintCallable, Category = Default)
  	void SpawnTutorialWidget();
  
  	// Show tutorial conversation
  	UFUNCTION(BlueprintCallable, Category = Default)
  	void ShowConversation();
  
  	// Interact Widget Reference
  	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Default)
  	TSubclassOf<UUserWidget> W_InteractWidget;
  	UUserWidget* InteractWidget;
  
  	// Tutorial Widget Reference
  	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Default)
  	UTutorial* Tutorial;
  
  	// Whether the player has STARTED the tutorial
  	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Default)
  	bool StartedTutorial;
  
  	// Whether the player has COMPLETED the tutorial. Gets set true when you read the last tutorial panel
  	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Default)
  	bool CompletedTutorial;
  
  	// Explain Anim
  	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Default)
  	bool DoExplain;
  
  	// Huh Anim
  	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Default)
  	bool DoHuh;
  
  	// Warning Anim
  	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Default)
  	bool DoWarning;	
  };
  