61 lines
2 KiB
C++
Executable file
61 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 "EFacilityTentacleState.h"
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#include "TentacleBase.h"
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#include "TentacleTarget.h"
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#include "TriggerAI.h"
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#include "FacilityTentacle.generated.h"
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class UAnimMontage;
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class UDebrisPositioning;
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class USkeletalMeshComponent;
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UCLASS(Blueprintable)
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class FSD_API AFacilityTentacle : public ATentacleBase, public ITriggerAI {
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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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float SwaySpeed;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool Extended;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<UAnimMontage*> HitReactions;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_TentacleState, meta=(AllowPrivateAccess=true))
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EFacilityTentacleState TentacleState;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
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USkeletalMeshComponent* HeadMesh;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_DesiredTarget, meta=(AllowPrivateAccess=true))
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FTentacleTarget DesiredTarget;
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public:
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AFacilityTentacle();
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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 PlayHitReaction(float Amount);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnStateChanged(EFacilityTentacleState NewState);
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UFUNCTION(BlueprintCallable)
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void OnRep_TentacleState();
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UFUNCTION(BlueprintCallable)
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void OnRep_DesiredTarget();
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public:
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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bool FindBurrowLocation(UDebrisPositioning* Debris, const FVector& Origin, float Radius, FVector& OutLocation);
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// Fix for true pure virtual functions not being implemented
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};
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