
class CapabilityTemplate : UHazeCapability
{
	default CapabilityTags.Add(n"Example");

	default CapabilityDebugCategory = n"Example";
	
	default TickGroup = ECapabilityTickGroups::GamePlay;
	default TickGroupOrder = 100;

	AHazePlayerCharacter Player;

	UFUNCTION(BlueprintOverride)
	void Setup(FCapabilitySetupParams SetupParams)
	{
		Player = Cast<AHazePlayerCharacter>(Owner);
	}

	UFUNCTION(BlueprintOverride)
	EHazeNetworkActivation ShouldActivate() const
	{
        return EHazeNetworkActivation::ActivateFromControl;
	}

	UFUNCTION(BlueprintOverride)
	EHazeNetworkDeactivation ShouldDeactivate() const
	{
		return EHazeNetworkDeactivation::DeactivateFromControl;
	}

	UFUNCTION(BlueprintOverride)
	void OnActivated(FCapabilityActivationParams ActivationParams)
	{
	
	}

	UFUNCTION(BlueprintOverride)
	void OnDeactivated(FCapabilityDeactivationParams DeactivationParams)
	{
	
	}

	UFUNCTION(BlueprintOverride)
	void OnRemoved()
	{

    }

	UFUNCTION(BlueprintOverride)
	void PreTick(float DeltaTime)
	{

    }

	UFUNCTION(BlueprintOverride)
	void TickActive(float DeltaTime)
	{	
		if (IsDebugActive())
		{
			System::DrawDebugLine(Owner.ActorLocation, (Owner.ActorLocation + Owner.ActorForwardVector * 2500.f));
		}
	}

	UFUNCTION(BlueprintOverride)
	void OnBlockTagAdded(FName Tag)
	{
	
	}

	UFUNCTION(BlueprintOverride)
	void OnBlockTagRemoved(FName Tag)
	{

	}

	UFUNCTION(BlueprintOverride)
	FString GetDebugString()
	{
		if(IsActive())
		{
			FString DebugText = "";
			if(HasControl())
			{
				DebugText += "Control Side\n";
			}
			else
			{
				DebugText += "Slave Side\n";
			}
			return DebugText;
		}

		return "Not Active";
	}
}