DRG-Femboy-Voice/Source/FSD/Public/FacilityPowerStation.h
2025-04-15 12:39:31 -07:00

61 lines
1.9 KiB
C++
Executable file

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