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

67 lines
2.2 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "FSDPhysicsActor.h"
#include "ResourceChunk.generated.h"
class APlayerCharacter;
class UResourceData;
class USimpleObjectInfoComponent;
class USoundCue;
UCLASS(Blueprintable)
class FSD_API AResourceChunk : public AFSDPhysicsActor {
GENERATED_BODY()
public:
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float CollectDuration;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool CanBeCollectedNormally;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool CanBeCollected;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
USimpleObjectInfoComponent* InfoComponent;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float ResourceAmount;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
USoundCue* PickupSound;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UResourceData* ResourceData;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TArray<APlayerCharacter*> OverlappingPlayers;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_CollectedBy, meta=(AllowPrivateAccess=true))
TWeakObjectPtr<APlayerCharacter> CollectedBy;
public:
AResourceChunk();
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
protected:
UFUNCTION(BlueprintCallable)
void SetCollectOpen();
UFUNCTION(BlueprintCallable)
void OnRep_CollectedBy();
public:
UFUNCTION(BlueprintCallable, BlueprintPure)
UResourceData* GetResourceData() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
float GetResourceAmount() const;
protected:
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void CalcMovement(float InProgress, const FVector& InVector, FVector& OutVelocity, FVector& OutAngularVelocity);
};