98 lines
3.1 KiB
C++
Executable file
98 lines
3.1 KiB
C++
Executable file
#pragma once
|
|
#include "CoreMinimal.h"
|
|
#include "AnimatedItem.h"
|
|
#include "GraplingGunState.h"
|
|
#include "Templates/SubclassOf.h"
|
|
#include "Upgradable.h"
|
|
#include "GrapplingHookGun.generated.h"
|
|
|
|
class AGrapplingHookGun;
|
|
class UAnimMontage;
|
|
class UCoolDownItemAggregator;
|
|
|
|
UCLASS(Abstract, Blueprintable)
|
|
class AGrapplingHookGun : public AAnimatedItem, public IUpgradable {
|
|
GENERATED_BODY()
|
|
public:
|
|
protected:
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
|
|
UCoolDownItemAggregator* CoolDownAggregator;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float MaxDistance;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
UAnimMontage* FPReloadAnim;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
UAnimMontage* TPReloadAnim;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
UAnimMontage* FPGunslingAnim;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
UAnimMontage* TPGunslingAnim;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float MaxSpeed;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float MaxSpeedReleaseModifier;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float WindUpTime;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
|
|
bool AutoFire;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_State, meta=(AllowPrivateAccess=true))
|
|
FGraplingGunState State;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float GrapleStartTime;
|
|
|
|
public:
|
|
AGrapplingHookGun();
|
|
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
|
|
|
|
protected:
|
|
UFUNCTION(BlueprintCallable)
|
|
void StopGrapple();
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
bool StartGrapple();
|
|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server)
|
|
void Server_SetState(const FGraplingGunState& NewState);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void OnRep_State(const FGraplingGunState& prevState);
|
|
|
|
public:
|
|
UFUNCTION(BlueprintCallable)
|
|
void OnReleaseHook();
|
|
|
|
protected:
|
|
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
|
|
void OnGrappleUpdate(float DeltaSeconds);
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
|
|
void OnGrappleStart();
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
|
|
void OnGrappleFailed(bool TooFar);
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
|
|
void OnGrappleEnd();
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
float GetWindUpProgress() const;
|
|
|
|
public:
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
static float GetCooldownDuration(TSubclassOf<AGrapplingHookGun> GrapplingHookGun);
|
|
|
|
|
|
// Fix for true pure virtual functions not being implemented
|
|
};
|
|
|