135 lines
4.6 KiB
C++
Executable file
135 lines
4.6 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 "Engine/NetSerialization.h"
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#include "AttackingPointInterface.h"
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#include "ECaveLeechState.h"
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#include "EnemyPawn.h"
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#include "CaveLeech.generated.h"
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class AActor;
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class UGrabberComponent;
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class UHealthComponent;
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class UHealthComponentBase;
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class UPawnAffliction;
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class USceneComponent;
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class USkeletalMeshComponent;
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UCLASS(Abstract, Blueprintable)
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class ACaveLeech : public AEnemyPawn, public IAttackingPointInterface {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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USkeletalMeshComponent* SkeletalMesh;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UGrabberComponent* GrabberComponent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float BiteDamage;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float BitesPerSecond;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float MaxDistanceXY;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float GrapDistance;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float GrapDelay;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float TentacleSpeed;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float TentacleRetractSpeed;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float RetractDuration;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float TentaclePullSpeed;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float TentacleDropPlayerSpeed;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float TentacleDropGroundDistance;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float MaxDropPlayerDuration;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float HeadInterpSpeed;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float TentacleAttachOffset;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float BiteDistance;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float RevivedGracePeriod;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UPawnAffliction* CaveLeechSenseAffliction;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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float StateTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_State, meta=(AllowPrivateAccess=true))
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ECaveLeechState State;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
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FVector_NetQuantize TentacleLocation;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
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FVector_NetQuantize TentacleVelocity;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
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TWeakObjectPtr<AActor> Target;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
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UHealthComponent* HealthTarget;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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USceneComponent* TentacleHead;
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public:
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ACaveLeech();
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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protected:
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UFUNCTION(BlueprintCallable)
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void OnRep_State();
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public:
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UFUNCTION(BlueprintCallable, BlueprintPure)
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FVector GetTentacleTargetLocation() const;
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UFUNCTION(BlueprintCallable, BlueprintNativeEvent, BlueprintPure)
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FVector GetMouthLocation() const;
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UFUNCTION(BlueprintCallable)
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AActor* GetCurrentTarget();
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protected:
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UFUNCTION(BlueprintCallable)
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void Died(UHealthComponentBase* HealthComponent);
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UFUNCTION(BlueprintCallable)
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void Damaged(float Amount);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void BP_OnStateChanged(ECaveLeechState NewState);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void BP_OnBite(UHealthComponent* TargetHealth);
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// Fix for true pure virtual functions not being implemented
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};
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