61 lines
1.9 KiB
C++
Executable file
61 lines
1.9 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Actor.h"
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#include "Hackprogress_DelegateDelegate.h"
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#include "FacilityPowerStation.generated.h"
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UCLASS(Blueprintable)
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class FSD_API AFacilityPowerStation : public AActor {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FHackprogress_Delegate OnHackingProgressDelegate;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FHackprogress_Delegate OnProgresspointDelegate;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float ProgressPoint;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 ProgresPointCount;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float TimeToDefend;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_Progress, meta=(AllowPrivateAccess=true))
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float Progress;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_IsHacking, meta=(AllowPrivateAccess=true))
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bool IsHacking;
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public:
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AFacilityPowerStation();
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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void StopHacking();
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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void StartHacking();
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protected:
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UFUNCTION(BlueprintCallable)
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void OnRep_Progress();
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UFUNCTION(BlueprintCallable)
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void OnRep_IsHacking();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnHackingComplete();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnHackingChanged(bool NewIsHacking);
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public:
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool IsHacked() const;
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};
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