60 lines
2 KiB
C++
Executable file
60 lines
2 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 "GameFramework/Actor.h"
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#include "ShellCrackedSignatureDelegate.h"
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#include "EscortDestination.generated.h"
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class ADeepCSGWorld;
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class UDamageComponent;
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class UTerrainMaterial;
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UCLASS(Blueprintable)
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class FSD_API AEscortDestination : public AActor {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintAssignable, BlueprintCallable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FShellCrackedSignature OnShellCracked;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UDamageComponent* EndExplosionDamage;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float NextBreakpoint;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 StageForAnalytics;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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int32 SecondsToDestroyHeartstone;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<float> BreakpointsPercent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float Radius;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float ShellThickness;
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public:
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AEscortDestination();
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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 MeltPlatforms(ADeepCSGWorld* CSGWorld, TArray<FVector> meltPoints, float meltRadius);
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UFUNCTION(BlueprintCallable)
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UTerrainMaterial* GetTerrainMaterialByHandle(ADeepCSGWorld* CSGWorld, int32 materialHandle);
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public:
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UFUNCTION(BlueprintCallable, BlueprintPure)
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int32 GetSecondsToDestroyObjective();
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UFUNCTION(BlueprintCallable)
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FVector GetClosestPointOnRadius(FVector CurrentLocation, int32 numberOfShellsCracked, FVector& dirFromCenter);
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};
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