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

67 lines
2.2 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "UsableComponent.h"
#include "ReloadSentryUsableComponent.generated.h"
class APlayerCharacter;
class ASentryGun;
class UAudioComponent;
class USoundBase;
UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent))
class UReloadSentryUsableComponent : public UUsableComponent {
GENERATED_BODY()
public:
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FText OutOfAmmoText;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FText AmmoFullText;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
USoundBase* AudioOutOfAmmo;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
USoundBase* AudioReloading;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
UAudioComponent* ReloadingAudioComponent;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
bool Usable;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_Reloading, meta=(AllowPrivateAccess=true))
bool bReloading;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
UAudioComponent* ReloadAudioComponent;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float AmmoPerSec;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
TWeakObjectPtr<APlayerCharacter> OwningPlayerCharacter;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
ASentryGun* SentryGun;
public:
UReloadSentryUsableComponent();
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
UFUNCTION(BlueprintCallable)
void SetOwningPlayerCharacter(APlayerCharacter* Player);
UFUNCTION(BlueprintCallable)
void SetCanUse(bool isUsable);
protected:
UFUNCTION(BlueprintCallable)
void OnRep_Reloading();
UFUNCTION(BlueprintCallable)
void OnReloadAudioFinished();
};