44 lines
1.3 KiB
C++
Executable file
44 lines
1.3 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "MixerEnemyNameChangeDelegate.h"
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#include "SimpleObjectInfoComponent.h"
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#include "EnemyComponent.generated.h"
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class UDialogDataAsset;
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class UEnemyFamily;
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class UEnemyID;
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class UTexture2D;
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UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent))
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class UEnemyComponent : public USimpleObjectInfoComponent {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UEnemyFamily* Family;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UDialogDataAsset* KillShout;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UEnemyID* EnemyID;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FString mixerName;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FMixerEnemyNameChange OnMixerNameChange;
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public:
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UEnemyComponent();
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UFUNCTION(BlueprintCallable)
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UEnemyID* GetID();
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UFUNCTION(BlueprintCallable, BlueprintPure)
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FText GetFamilyName() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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UTexture2D* GetFamilyIcon() const;
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};
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