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

56 lines
1.7 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "HangingFireCracker.generated.h"
class UFSDAudioComponent;
class UInstantUsable;
class UNiagaraComponent;
class UNiagaraSystem;
class USkeletalMeshComponent;
class USoundCue;
class UStaticMeshComponent;
UCLASS(Blueprintable)
class AHangingFireCracker : public AActor {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UInstantUsable* Usable;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
USkeletalMeshComponent* SKMesh;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UNiagaraComponent* MovingSparks;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UFSDAudioComponent* FuseSound;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
TArray<UStaticMeshComponent*> Crackers;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UNiagaraSystem* CrackerExplosion;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
USoundCue* CrackerExplosionCue;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float SparkSpeed;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float ExplodeRange;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float ExplodeImpulse;
public:
AHangingFireCracker();
protected:
UFUNCTION(BlueprintCallable)
void StartFire();
};