147 lines
4.9 KiB
C++
Executable file
147 lines
4.9 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 "UObject/NoExportTypes.h"
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#include "GameFramework/Actor.h"
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#include "COnStateChangedDelegate.h"
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#include "StartTimelineEventDelegate.h"
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#include "ElevatorPlant.generated.h"
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class UAudioComponent;
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class UCurveFloat;
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class USceneComponent;
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class USoundCue;
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class USplineMeshComponent;
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UCLASS(Blueprintable)
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class AElevatorPlant : public AActor {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FStartTimelineEvent OnStartTimelineEvent;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FCOnStateChanged COnStateChangedEvent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UAudioComponent* MovingSoundComponent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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USoundCue* GrabSound;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FVector RestPositionOffset;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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FVector RelativeRestLocation;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_RelavtiveDestinationLocation, meta=(AllowPrivateAccess=true))
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FVector RelativeDestinationLocation;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FVector BaseTangentDirectionOffset;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FVector LeafTangentDirectionOffset;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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FVector LeafLocationNoise;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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FRotator LeafNoiseRotator;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float BaseTangentLength;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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USplineMeshComponent* CSplineMesh;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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USceneComponent* CVineBase;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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USceneComponent* CVineLeaf;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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float InitialBaseTangentLength;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float LeafLocationNoiseSize;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float VineMovementAlpha;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool IsMoving;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_Open, meta=(AllowPrivateAccess=true))
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bool IsOpen;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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bool Extend;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UCurveFloat* DipOffsetCurve;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UCurveFloat* LocationLerpCurve;
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public:
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AElevatorPlant();
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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 SetLeafNoiseRotator(const FRotator& aRotator);
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UFUNCTION(BlueprintCallable)
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void SetLeafLocationNoise(const FVector& aVector);
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UFUNCTION(BlueprintCallable)
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void SetIsOpen(bool aValue);
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UFUNCTION(BlueprintCallable)
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void SetIsExtended(bool aValue);
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UFUNCTION(BlueprintCallable)
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void SetBaseTangentLength(float Value);
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UFUNCTION(BlueprintCallable)
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void SetBaseTangentDirectionOffset(const FVector& aVector);
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UFUNCTION(BlueprintCallable)
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void OnRep_RelavtiveDestinationLocation();
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UFUNCTION(BlueprintCallable)
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void OnRep_Open();
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UFUNCTION(BlueprintCallable)
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void OnMatchStarted();
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UFUNCTION(BlueprintCallable)
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void MoreTick(const FVector& DipOffset, float aValue);
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UFUNCTION(BlueprintCallable, BlueprintPure)
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float GetVineMovementAlpha() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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FVector GetRelativeRestLocation() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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FVector GetRelativeDestinationLocation() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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float GetLeafLocationNoiseSize() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool GetIsMoving() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool GetIsExtended() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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float GetInitialTangentLenth() const;
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};
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