#pragma once #include "CoreMinimal.h" #include "EFlaregunProjectileUpgrades.h" #include "StandardItemUpgrade.h" #include "Templates/SubclassOf.h" #include "UpgradeValues.h" #include "FlaregunProjectileUpgrade.generated.h" class AActor; class AFSDPlayerState; UCLASS(Blueprintable, EditInlineNew, MinimalAPI) class UFlaregunProjectileUpgrade : public UStandardItemUpgrade { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) EFlaregunProjectileUpgrades upgradeType; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSubclassOf ProjectileClass; public: UFlaregunProjectileUpgrade(); UFUNCTION(BlueprintCallable, BlueprintPure) static FUpgradeValues GetUpgradedValue(TSubclassOf Item, TSubclassOf upgradedItem, AFSDPlayerState* Player, EFlaregunProjectileUpgrades NewUpgradeType); };