62 lines
2.1 KiB
C++
Executable file
62 lines
2.1 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 "CharacterStateComponent.h"
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#include "ControlEnemyState.h"
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#include "EEnemyControlState.h"
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#include "EnemyControlStateComponent.generated.h"
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class UAIPlayerControlComponent;
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class UAnimMontage;
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UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent))
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class FSD_API UEnemyControlStateComponent : public UCharacterStateComponent {
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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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bool UseThirdPersonCam;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_StateData, meta=(AllowPrivateAccess=true))
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FControlEnemyState StateData;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_ControlState, meta=(AllowPrivateAccess=true))
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EEnemyControlState ControlState;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
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FQuat AngularVelocity;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
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FQuat ControlRotation;
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public:
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UEnemyControlStateComponent();
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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protected:
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UFUNCTION(BlueprintCallable, Reliable, Server)
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void ServerExit();
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UFUNCTION(BlueprintCallable)
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void OnRep_StateData(const FControlEnemyState& oldState);
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UFUNCTION(BlueprintCallable)
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void OnRep_ControlState(EEnemyControlState oldState);
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UFUNCTION(BlueprintCallable)
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void OnEnemyCrashMontageEnded(UAnimMontage* Montage, bool interrupted);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnControllingEnemyAttached();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnControllingEnemy(bool IsControlling);
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UFUNCTION(BlueprintCallable)
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void JumpPressed();
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UFUNCTION(BlueprintCallable, BlueprintPure)
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UAIPlayerControlComponent* GetAiPlayerControlComponent();
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};
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