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

61 lines
2 KiB
C++
Executable file

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