#pragma once #include "CoreMinimal.h" #include "EnemyLineOfSightComponent.h" #include "TentacleBusyComponent.generated.h" class AActor; UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent)) class UTentacleBusyComponent : public UEnemyLineOfSightComponent { GENERATED_BODY() public: UTentacleBusyComponent(); protected: UFUNCTION(BlueprintCallable) void ReleasedActor(AActor* Escape, bool fullGrab); UFUNCTION(BlueprintCallable) void GrabbedActor(AActor* victim); public: UFUNCTION(BlueprintCallable, BlueprintPure) bool GetIsBusy() const; };