66 lines
2.1 KiB
C++
Executable file
66 lines
2.1 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "UObject/NoExportTypes.h"
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#include "GameFramework/Actor.h"
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#include "Engine/EngineTypes.h"
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#include "CaveVine.generated.h"
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class UHealthComponent;
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class USceneComponent;
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class USplineMeshComponent;
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UCLASS(Abstract, Blueprintable)
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class ACaveVine : public AActor {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TEnumAsByte<ECollisionChannel> GroundCollisionChannel;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float IdleSwingSpeed;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float ChaseSpeed;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float MaxReach;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float GroundOffset;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float NoiseRadius;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float NoiseSpeed;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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USplineMeshComponent* SplineMeshComponent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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USceneComponent* VineHead;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FVector VineVelocity;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FVector VineLocation;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FVector VineStartLocation;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Export, Transient, meta=(AllowPrivateAccess=true))
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TWeakObjectPtr<UHealthComponent> Target;
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public:
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ACaveVine();
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protected:
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void BP_OnTargetChanged(UHealthComponent* NewTarget);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void BP_OnInitialized();
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};
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