#pragma once #include "CoreMinimal.h" #include "ShowroomController.h" #include "EnemyShowroomController.generated.h" class AEnemyShowroomItem; class UAnimSequenceBase; class UEnemyShowroomController; class UObject; UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent)) class UEnemyShowroomController : public UShowroomController { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) AEnemyShowroomItem* EnemyInstance; public: UEnemyShowroomController(); protected: UFUNCTION(BlueprintCallable, BlueprintImplementableEvent) void Receive_PlayAttack(UAnimSequenceBase* attackAnimation); public: UFUNCTION(BlueprintCallable) void PlayAttack(UAnimSequenceBase* Animation); UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject")) static UEnemyShowroomController* DisplayEnemy(UObject* WorldContextObject, TSoftClassPtr EnemyPreviewActor); };