73 lines
2.7 KiB
C++
Executable file
73 lines
2.7 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 "UObject/NoExportTypes.h"
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#include "Engine/EngineTypes.h"
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#include "ProjectileBase.h"
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#include "ProjectileState.h"
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#include "Templates/SubclassOf.h"
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#include "Projectile.generated.h"
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class AActor;
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class APawn;
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class AProjectile;
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class UFSDPhysicalMaterial;
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class UFSDProjectileMovementComponent;
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class UObject;
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class USceneComponent;
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UCLASS(Abstract, Blueprintable)
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class AProjectile : public AProjectileBase {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_State, meta=(AllowPrivateAccess=true))
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FProjectileState State;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool UseArmorDamageBoneCheck;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<TSubclassOf<AActor>> IgnoreActorClasses;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UFSDProjectileMovementComponent* MovementComponent;
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public:
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AProjectile();
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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AProjectileBase* SpawnProjectileFromSelf(UObject* WorldContextObject, TSubclassOf<AProjectileBase> ProjectileClass, FVector Origin, FRotator velocityDirection);
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UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static AProjectileBase* SpawnProjectile(UObject* WorldContextObject, TSubclassOf<AProjectileBase> ProjectileClass, APawn* projectileOwner, FVector Origin, FRotator velocityDirection);
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UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static AProjectileBase* SpawnBallisticProjectile(UObject* WorldContextObject, TSubclassOf<AProjectile> ProjectileClass, APawn* projectileOwner, FVector Origin, FVector Velocity);
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UFUNCTION(BlueprintCallable)
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void SetHomingTargetComponent(USceneComponent* HomingTargetComponent, float Delay);
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protected:
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UFUNCTION(BlueprintCallable, Reliable, Server)
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void Server_DisableHoming();
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UFUNCTION(BlueprintCallable)
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void OnRep_State(const FProjectileState& oldState);
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public:
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UFUNCTION(BlueprintCallable)
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void OnPenetration(const FHitResult& HitResult);
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UFUNCTION(BlueprintCallable)
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void OnImpact(const FHitResult& HitResult);
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UFUNCTION(BlueprintCallable)
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void OnBounce(const FHitResult& ImpactResult, const FVector& ImpactVelocity);
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UFUNCTION(BlueprintCallable, BlueprintPure)
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UFSDPhysicalMaterial* FindBoneIndexFromArmor(const FHitResult& HitResult, int32& outBoneIndex) const;
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};
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