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

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
};