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

122 lines
4.2 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "AmmoDrivenWeapon.h"
#include "ChargeChangedSignatureDelegate.h"
#include "ChargedWeapon.generated.h"
class UAnimMontage;
class UFXSystemAsset;
class UFXSystemComponent;
class USoundCue;
UCLASS(Abstract, Blueprintable)
class AChargedWeapon : public AAmmoDrivenWeapon {
GENERATED_BODY()
public:
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FChargeChangedSignature OnChargeChanged;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FChargeChangedSignature OnHeatChanged;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimMontage* FP_OverheatAnim;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimMontage* WeaponOverheatAnim;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimMontage* FP_ChargeupMontage;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimMontage* TP_ChargeupMontage;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UFXSystemAsset* ChargeupParticles;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
UFXSystemComponent* ChargeupParticleInstance;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UFXSystemAsset* ChargeupFireMuzzleFlash;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
USoundCue* NormalFiresound;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
USoundCue* FullyChargedFireSound;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float ChargeSpeed;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_Charging, meta=(AllowPrivateAccess=true))
bool Charging;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float ChargeProgress;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 ShotCostAtBelowFullCharge;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 ShotCostAtFullCharge;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool ChargedShotsOnly;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool AutoFireWhenOverheated;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float TotalHeat;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float CoolingRate;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float HeatPerSecondWhileCharging;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float HeatPerSecondWhenCharged;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float HeatPerNormalShot;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float HeatPerChargedShot;
public:
AChargedWeapon();
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
protected:
UFUNCTION(BlueprintCallable)
void SetOverheated(bool isOverheated);
UFUNCTION(BlueprintCallable, Reliable, Server)
void Server_SetIsCharging(bool isCharging);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void RecieveStoppedCharging(float NewChargeProgress);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void RecieveStartedCharging();
public:
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void RecieveChargeProgressChanged(float NewChargeProgress);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void ReceiveOverheatedChanged(bool isOverheated);
protected:
UFUNCTION(BlueprintCallable)
void OnRep_Charging();
public:
UFUNCTION(BlueprintCallable, BlueprintPure)
bool GetIsCharging() const;
};