61 lines
2 KiB
C++
Executable file
61 lines
2 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "GameEvent.h"
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#include "GuntowerModuleLevel.h"
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#include "GuntowerEvent.generated.h"
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class AGuntowerModule;
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class UDamageComponent;
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class USceneComponent;
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class USkeletalMeshComponent;
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UCLASS(Blueprintable)
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class AGuntowerEvent : public AGameEvent {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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USceneComponent* Root;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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USkeletalMeshComponent* BaseMesh;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UDamageComponent* EndExplosionDamage;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FGuntowerModuleLevel> GuntowerLevels;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FName ModuleAttachBone;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float TowerExplodeDelay;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float DelayBetweenExplosions;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<AGuntowerModule*> TowerModules;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_ModuleActive, meta=(AllowPrivateAccess=true))
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int32 ActiveHostileModules;
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public:
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AGuntowerEvent();
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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void SpawnModules();
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UFUNCTION(BlueprintCallable)
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void OnRep_ModuleActive();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnModulesSpawned();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnModuleExploded(AGuntowerModule* explodedModule);
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};
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