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

96 lines
3.2 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "EInputKeys.h"
#include "DetPack.generated.h"
class ADetPackItem;
class APlayerCharacter;
class UExplosionComponent;
class UHealthComponentBase;
class UProjectileMovementComponent;
class USimpleHealthComponent;
class USingleUsableComponent;
UCLASS(Blueprintable)
class ADetPack : public AActor {
GENERATED_BODY()
public:
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float UpgradedStaggerChance;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float UpgradedStaggerDuration;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float UpgradedFearFactor;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
float VisualDamageRadius;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float IncreasedFearRadius;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float IncreasedStaggerRadius;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UProjectileMovementComponent* Movement;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UExplosionComponent* Explosion;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
USingleUsableComponent* UseComp;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
USimpleHealthComponent* SimpleHealth;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
ADetPackItem* Detonator;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_HasExploded, meta=(AllowPrivateAccess=true))
bool HasExploded;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_IsMoving, meta=(AllowPrivateAccess=true))
bool IsMoving;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool ExplodesOnDeath;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool HasExtraStaggerRadius;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool HasExtraFearRadius;
public:
ADetPack();
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
protected:
UFUNCTION(BlueprintCallable)
void UseFearStaggerUpgrades();
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void RecieveHitObject();
UFUNCTION(BlueprintCallable)
void OnRep_IsMoving();
UFUNCTION(BlueprintCallable)
void OnRep_HasExploded();
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnExploded();
UFUNCTION(BlueprintCallable)
void OnDetPackPickedUp(APlayerCharacter* User, EInputKeys Key);
public:
UFUNCTION(BlueprintCallable)
void OnDetPackDeath(UHealthComponentBase* HealthComponent);
};