65 lines
1.9 KiB
C++
Executable file
65 lines
1.9 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 "Components/ActorComponent.h"
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#include "Templates/SubclassOf.h"
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#include "AttackBaseComponent.generated.h"
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class AActor;
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class UAttackBaseComponent;
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UCLASS(Abstract, Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent))
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class UAttackBaseComponent : public UActorComponent {
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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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FName AttackName;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float MaxSurfaceAngle;
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UPROPERTY(EditAnywhere, meta=(AllowPrivateAccess=true))
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FFloatInterval range;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float MinRange;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float MaxRange;
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public:
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UAttackBaseComponent();
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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UAttackBaseComponent* ReplaceAttackComponent(UAttackBaseComponent* componentToReplace, TSubclassOf<UAttackBaseComponent> newComponentClass);
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protected:
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void ReceiveCompleteAttack();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void ReceiveAttackTarget(AActor* Target);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void ReceiveAbortAttack();
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public:
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UFUNCTION(BlueprintCallable, BlueprintPure)
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float GetMinRange() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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float GetMaxRange() const;
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protected:
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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void CompleteAttack(bool success);
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public:
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UFUNCTION(BlueprintCallable)
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void AttackTarget(AActor* Target);
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UFUNCTION(BlueprintCallable)
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void AbortAttack();
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};
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