88 lines
2.9 KiB
C++
Executable file
88 lines
2.9 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "ECrossbowStuckType.h"
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#include "EInputKeys.h"
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#include "FSDPhysicsActor.h"
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#include "Templates/SubclassOf.h"
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#include "CrossbowProjectileStuck.generated.h"
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class ACrossbowProjectileBase;
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class APlayerCharacter;
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class UCrossbowProjectileRecallable;
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class UCrossbowStuckProjectileEffectBanshee;
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class UHealthComponentBase;
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class UNiagaraComponent;
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class USceneComponent;
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class USphereComponent;
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class UStatusEffect;
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UCLASS(Blueprintable)
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class ACrossbowProjectileStuck : public AFSDPhysicsActor {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_BansheePulseEnabled, meta=(AllowPrivateAccess=true))
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bool BansheePulseEnabled;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
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UCrossbowProjectileRecallable* RecallComponent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
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UCrossbowStuckProjectileEffectBanshee* BansheeComponent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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ECrossbowStuckType StuckProjectileEffect;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool IsPlayingElectricRangeEffect;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSubclassOf<UStatusEffect> AppliedEffect;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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float StatusEffectTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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USphereComponent* AttachmentRoot;
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private:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
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UNiagaraComponent* BansheePulseComponent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
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USphereComponent* LaserCollider;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
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ACrossbowProjectileBase* BaseProjectile;
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public:
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ACrossbowProjectileStuck();
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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private:
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UFUNCTION(BlueprintCallable)
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void UsableChanged(bool CanUse);
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public:
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UFUNCTION(BlueprintCallable)
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void OnUsedBy(APlayerCharacter* Player, EInputKeys Key);
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UFUNCTION(BlueprintCallable)
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void OnRep_BansheePulseEnabled();
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private:
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UFUNCTION(BlueprintCallable)
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void MatchParentDestroy(UHealthComponentBase* destroyed);
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protected:
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool IsLocallyControlled() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool GetSpecialArrowEquipped() const;
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UFUNCTION(BlueprintCallable, NetMulticast, Reliable)
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void All_OnCavePointRemoved(USceneComponent* Point);
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};
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