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