83 lines
2.7 KiB
C++
Executable file
83 lines
2.7 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "Components/ActorComponent.h"
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#include "ChangedStateSigDelegate.h"
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#include "StateStats.h"
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#include "GroundToAirComponent.generated.h"
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class ADeepPathfinderCharacter;
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class UDeepPathfinderMovement;
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UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent))
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class UGroundToAirComponent : public UActorComponent {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FChangedStateSig OnChangedPathfinderState;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UDeepPathfinderMovement* CurrentMove;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float WalkTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float WalkTimeMaxRandomOffset;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float WalkTimeMinRandomOffset;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool WalkUseTimer;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FStateStats WalkStats;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float FlyTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float FlyTimeMaxRandomOffset;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float FlyTimeMinRandomOffset;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool FlyUseTimer;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FStateStats FlyStats;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_StateChange, meta=(AllowPrivateAccess=true))
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bool IsFlying;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TWeakObjectPtr<ADeepPathfinderCharacter> OwningPathfinder;
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public:
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UGroundToAirComponent();
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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UFUNCTION(BlueprintCallable)
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void SetIsFlying(bool aIsFlying);
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UFUNCTION(BlueprintCallable)
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void SetAllowedToChangeState(bool aIsAllowed);
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protected:
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UFUNCTION(BlueprintCallable)
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void OnRep_StateChange();
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public:
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool GetIsWalking() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool GetIsFlying() const;
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UFUNCTION(BlueprintCallable)
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void Engage();
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};
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