#pragma once #include "CoreMinimal.h" #include "ItemUpgrade.h" #include "Templates/SubclassOf.h" #include "UpgradeValues.h" #include "CryoSprayProjectileUpgrade.generated.h" class AFSDPlayerState; class AItem; class AProjectile; UCLASS(Blueprintable, EditInlineNew, MinimalAPI) class UCryoSprayProjectileUpgrade : public UItemUpgrade { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float MaxFireCost; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float BaseArch; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSubclassOf ProjectileClass; public: UCryoSprayProjectileUpgrade(); UFUNCTION(BlueprintCallable, BlueprintPure) static FUpgradeValues GetUpgradedValue(TSubclassOf Item, AFSDPlayerState* Player, TSubclassOf NewProjectileClass); };