61 lines
2.2 KiB
C++
Executable file
61 lines
2.2 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 "Engine/NetSerialization.h"
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#include "WeaponFireComponent.h"
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#include "ProjectileLauncherBaseComponent.generated.h"
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class AProjectileBase;
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class UItemUpgrade;
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UCLASS(Abstract, Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent))
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class UProjectileLauncherBaseComponent : public UWeaponFireComponent {
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GENERATED_BODY()
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public:
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FProjectileSpawned, AProjectileBase*, Projectile);
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool IgnoreCollisionWithSelf;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool UseProjectileUpgrades;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool UseSpread;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float VerticalSpread;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float HorizontalSpread;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FProjectileSpawned OnProjectileSpawned;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<UItemUpgrade*> ProjectileUpgrades;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float ArcStartAngle;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool TransferCharacterVelocityToProjectile;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool CameraToMuzzleFireCheck;
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public:
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UProjectileLauncherBaseComponent();
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protected:
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UFUNCTION(BlueprintCallable, Reliable, Server)
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void Server_StopFire();
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UFUNCTION(BlueprintCallable, Reliable, Server)
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void Server_Fire(FVector Origin, FVector_NetQuantizeNormal Direction, FVector_NetQuantizeNormal initialBonusVelocity, AProjectileBase* DormentProjectile, bool notifyClients);
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UFUNCTION(BlueprintCallable, NetMulticast, Unreliable)
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void All_ShowHit();
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};
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