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

45 lines
1.5 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "RecallableActor.h"
#include "Templates/SubclassOf.h"
#include "RecallableSentryGun.generated.h"
class APlayerCharacter;
class ASentryGun;
UCLASS(Abstract, Blueprintable)
class ARecallableSentryGun : public ARecallableActor {
GENERATED_BODY()
public:
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FSentryIndexChanged, int32, Index);
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FSentryIndexChanged OnSentryIndexChanged;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_SentryIndex, meta=(AllowPrivateAccess=true))
int32 SentryIndex;
public:
ARecallableSentryGun();
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
protected:
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void ReceiveOnSentryReady(ASentryGun* SentryGun, APlayerCharacter* PlayerCharacter);
UFUNCTION(BlueprintCallable)
void OnRep_SentryIndex();
public:
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent, BlueprintPure)
void GetStateDescription(FText& Description) const;
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent, BlueprintPure)
TSubclassOf<ASentryGun> GetSentryGunClass() const;
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent, BlueprintPure)
ASentryGun* GetSentryGun();
};