// UE/SystemLibrary.ts import type { Actor } from '#root/UE/Actor.ts'; import { BlueprintFunctionLibrary } from '#root/UE/BlueprintFunctionLibrary.ts'; import { EDrawDebugTrace } from '#root/UE/EDrawDebugTrace.ts'; import { ETraceTypeQuery } from '#root/UE/ETraceTypeQuery.ts'; import type { Float } from '#root/UE/Float.ts'; import { HitResult } from '#root/UE/HitResult.ts'; import { LinearColor } from '#root/UE/LinearColor.ts'; import { Name } from '#root/UE/Name.ts'; import type { UEObject } from '#root/UE/UEObject.ts'; import { Vector } from '#root/UE/Vector.ts'; class SystemLibraryClass extends BlueprintFunctionLibrary { constructor( outer: null | BlueprintFunctionLibrary = null, name: string = 'SystemLibrary' ) { super(outer, name); } public IsValid( object: T | null | undefined ): object is T { return object !== null && object !== undefined; } public GetGameTimeInSeconds(): number { // Placeholder implementation; replace with actual game time retrieval logic return Date.now() / 1000; } public PrintString( string: string = 'Hello', printToScreen: boolean = true, printToLog: boolean = true, textColor: LinearColor = new LinearColor(0, 0.66, 1, 1), duration: Float = 2.0, key: Name = Name.NONE ): void { if (printToScreen) { console.log( `%c${string}`, `color: rgba(${textColor.R * 255}, ${textColor.G * 255}, ${ textColor.B * 255 }, ${textColor.A}); font-weight: bold;` ); // In a real game engine, this would display the string on the screen for the specified duration } if (printToLog) { console.log(string); // In a real game engine, this would log the string to the console or log file } console.log(duration); console.log(key); } public CapsuleTraceByChannel( Start: Vector = new Vector(0, 0, 0), End: Vector = new Vector(0, 0, 0), Radius: Float = 0.0, HalfHeight: Float = 0.0, TraceChannel: ETraceTypeQuery = ETraceTypeQuery.Visibility, TraceComplex: boolean = false, ActorsToIgnore: Actor[] = [], DrawDebugType: EDrawDebugTrace = EDrawDebugTrace.None, IgnoreSelf: boolean = true, TraceColor: LinearColor = new LinearColor(1, 0, 0, 1), TraceHitColor: LinearColor = new LinearColor(0, 1, 0, 1), DrawTime: Float = 5.0 ): { OutHit: HitResult; ReturnValue: boolean } { console.log('CapsuleTraceByChannel called with:', { Start, End, Radius, HalfHeight, TraceChannel, TraceComplex, ActorsToIgnore, DrawDebugType, IgnoreSelf, TraceColor, TraceHitColor, DrawTime, }); return { OutHit: new HitResult(), ReturnValue: false, }; // Placeholder implementation; replace with actual trace logic } public LineTraceByChannel( Start: Vector = new Vector(0, 0, 0), End: Vector = new Vector(0, 0, 0), TraceChannel: ETraceTypeQuery = ETraceTypeQuery.Visibility, TraceComplex: boolean = false, ActorsToIgnore: Actor[] = [], DrawDebugType: EDrawDebugTrace = EDrawDebugTrace.None, IgnoreSelf: boolean = true, TraceColor: LinearColor = new LinearColor(1, 0, 0, 1), TraceHitColor: LinearColor = new LinearColor(0, 1, 0, 1), DrawTime: Float = 5.0 ): { OutHit: HitResult; ReturnValue: boolean } { console.log('CapsuleTraceByChannel called with:', { Start, End, TraceChannel, TraceComplex, ActorsToIgnore, DrawDebugType, IgnoreSelf, TraceColor, TraceHitColor, DrawTime, }); return { OutHit: new HitResult(), ReturnValue: false, }; // Placeholder implementation; replace with actual trace logic } } export const SystemLibrary = new SystemLibraryClass();