DRG-Femboy-Voice/Source/FSD/Public/CaveVine.h
2025-04-15 12:39:31 -07:00

66 lines
2.1 KiB
C++
Executable file

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