71 lines
2.4 KiB
C++
Executable file
71 lines
2.4 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "FSDPawn.h"
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#include "NetMontageAble.h"
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#include "QueuedMontage.h"
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#include "EnemyPawn.generated.h"
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class UAnimInstance;
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class UAnimMontage;
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class UEnemyComponent;
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class UEnemyHealthComponent;
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class UEnemyPawnAfflictionComponent;
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class UMaterialInterface;
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class UMeshComponent;
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class UPawnStatsComponent;
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class USkeletalMeshComponent;
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UCLASS(Abstract, Blueprintable)
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class AEnemyPawn : public AFSDPawn, public INetMontageAble {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UEnemyHealthComponent* Health;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UPawnStatsComponent* Stats;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UEnemyPawnAfflictionComponent* Affliction;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UEnemyComponent* enemy;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FName CenterMassSocketName;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_QueuedMontage, meta=(AllowPrivateAccess=true))
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FQueuedMontage QueuedMontage;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<UMaterialInterface*> CachedMaterials;
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public:
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AEnemyPawn();
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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protected:
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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UMeshComponent* Receive_GetMeshComponent() const;
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UFUNCTION(BlueprintCallable)
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void OnRep_QueuedMontage();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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USkeletalMeshComponent* GetMesh() const;
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// Fix for true pure virtual functions not being implemented
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public:
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UFUNCTION(BlueprintCallable)
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float QueueMontage(UAnimMontage* Montage) override PURE_VIRTUAL(QueueMontage, return 0.0f;);
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UFUNCTION(BlueprintCallable)
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USkeletalMeshComponent* GetSkeletalMesh() const override PURE_VIRTUAL(GetSkeletalMesh, return NULL;);
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UFUNCTION(BlueprintCallable)
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UAnimInstance* GetAnimInstance() const override PURE_VIRTUAL(GetAnimInstance, return NULL;);
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};
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