35 lines
1.1 KiB
C++
Executable file
35 lines
1.1 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "UObject/NoExportTypes.h"
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#include "Components/ActorComponent.h"
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#include "ProjectileSpawnData.h"
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#include "MultiprojectileSpawner.generated.h"
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class AActor;
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class UDataAsset;
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class UMultiprojectileSpawner;
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UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent))
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class FSD_API UMultiprojectileSpawner : public UActorComponent {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FProjectileSpawnData> ProjectileData;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool ProjectilesIgnoreEachOther;
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public:
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UMultiprojectileSpawner();
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool GetIsFiring() const;
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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void Fire(const FVector& Velocity, const FVector& Origin);
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UFUNCTION(BlueprintCallable)
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static UMultiprojectileSpawner* FindMultiProjectileSpawner(AActor* Actor, UDataAsset* RangedAttack);
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};
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