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

147 lines
4.9 KiB
C++
Executable file

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