46 lines
1.4 KiB
C++
Executable file
46 lines
1.4 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 "Engine/EngineTypes.h"
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#include "EnemyDeepPathfinderCharacter.h"
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#include "FlyingEnemyDeepPathfinderCharacter.generated.h"
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class AActor;
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class UParticleSystem;
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class UPhysicalMaterial;
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class UPhysicsAsset;
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class UPrimitiveComponent;
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class USoundCue;
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UCLASS(Blueprintable)
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class AFlyingEnemyDeepPathfinderCharacter : public AEnemyDeepPathfinderCharacter {
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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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UPhysicalMaterial* FrozenMaterial;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UPhysicsAsset* FrozenAsset;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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USoundCue* FrozenDeathSound;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UParticleSystem* FrozenDeathparticles;
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public:
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AFlyingEnemyDeepPathfinderCharacter();
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protected:
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UFUNCTION(BlueprintCallable)
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void TriggerFrozenRagdoll();
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public:
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UFUNCTION(BlueprintCallable)
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void OnFreezeImpact(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void BP_FreezeImpact();
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};
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