38 lines
1.1 KiB
C++
Executable file
38 lines
1.1 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Actor.h"
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#include "Curves/CurveFloat.h"
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#include "ImpactIndicator.generated.h"
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class USceneComponent;
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UCLASS(Blueprintable)
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class AImpactIndicator : public AActor {
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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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USceneComponent* InnerScaler;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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USceneComponent* OuterScaler;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FRuntimeFloatCurve OuterGrowthCurve;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FRuntimeFloatCurve InnerGrowthCurve;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float Radius;
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public:
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AImpactIndicator();
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UFUNCTION(BlueprintCallable)
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void SetRadius(float NewRadius);
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};
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