#pragma once #include "CoreMinimal.h" #include "CrossbowStuckProjectileEffect.h" #include "CrossbowStuckProjectileEffectExploding.generated.h" class UAudioComponent; class UHealthComponentBase; class USoundCue; UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent)) class UCrossbowStuckProjectileEffectExploding : public UCrossbowStuckProjectileEffect { GENERATED_BODY() public: private: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) USoundCue* ChemicalSoundCue; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) UAudioComponent* ChemicalAudioComponent; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float ChemicalReactionDelay; public: UCrossbowStuckProjectileEffectExploding(); private: UFUNCTION(BlueprintCallable) void StartTimeoutTimer(UHealthComponentBase* destroyed); UFUNCTION(BlueprintCallable) void EnableTimeOut(); };