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

146 lines
4.8 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "Engine/NetSerialization.h"
#include "DamageData.h"
#include "EnemyDeepPathfinderCharacter.h"
#include "AFlyingBug.generated.h"
class AActor;
class UAudioComponent;
class UDamageTag;
class UEnemyComponent;
class UFrozenPawnImpactComponent;
class UHealthComponent;
class UHealthComponentBase;
class UHitReactionComponent;
class UOutlineComponent;
class UPawnAlertComponent;
class UPawnSensingComponent;
class UPawnStatsComponent;
class USoundBase;
class USphereComponent;
UCLASS(Blueprintable)
class AAFlyingBug : public AEnemyDeepPathfinderCharacter {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UEnemyComponent* EnemyComponent;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UPawnStatsComponent* PawnStats;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UOutlineComponent* outline;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UPawnSensingComponent* Senses;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UPawnAlertComponent* Alert;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
USphereComponent* ExplosionSphere;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UAudioComponent* WingSoundComponent;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UFrozenPawnImpactComponent* FrozenImpact;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UHitReactionComponent* HitReactions;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
AActor* RotateTarget;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
USoundBase* ChatterSound;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float DistanceForAttackMode;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float MinChatterDelay;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float MaxChatterDelay;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float AttackModeRotationSpeed;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool UsesAttackStance;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool SetLifeTime;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_AttackStance, meta=(AllowPrivateAccess=true))
bool AttackStance;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool LookStraight;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool UseDefaultRagdoll;
public:
AAFlyingBug();
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void StartFizzle();
UFUNCTION(BlueprintCallable)
void SetRotateTarget(AActor* aTarget);
UFUNCTION(BlueprintCallable)
void SetExternallyControlled(bool isExternallyControlled);
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
void SetAttackStance(bool isAttackStance);
protected:
UFUNCTION(BlueprintCallable)
void PlayVoice();
public:
UFUNCTION(BlueprintCallable)
void OnStartFalling();
protected:
UFUNCTION(BlueprintCallable)
void OnRep_AttackStance();
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnRagdoll();
public:
UFUNCTION(BlueprintCallable)
void OnFreezeImpact();
UFUNCTION(BlueprintCallable)
void OnBugDeath(UHealthComponentBase* Health);
protected:
UFUNCTION(BlueprintCallable, BlueprintPure)
float GetMidZpointFromCielingAndFloor(float& distanceFromCieling, float& distanceFromFloor) const;
public:
UFUNCTION(BlueprintCallable, BlueprintPure)
bool GetIsInAttackStance() const;
protected:
UFUNCTION(BlueprintCallable, NetMulticast, Unreliable)
void All_Ragdoll(const FVector_NetQuantize& Location, const FVector_NetQuantize& Impulse, uint8 BoneIndex);
public:
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void AlertNearbyEnemies();
UFUNCTION(BlueprintCallable)
void AddImpulseAndRagdoll(UHealthComponent* Health, float damageAmount, const FDamageData& DamageData, const TArray<UDamageTag*>& damageTags);
};