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

83 lines
2.7 KiB
C++
Executable file

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