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

72 lines
2.3 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "ERivalBombNodeState.h"
#include "Templates/SubclassOf.h"
#include "RivalBombNode.generated.h"
class APlayerCharacter;
class ARivalBomb;
class ARivalBombNode;
class ASplineCableActor;
class UHackingUsableComponent;
UCLASS(Blueprintable)
class ARivalBombNode : public AActor {
GENERATED_BODY()
public:
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FStateChangedDelegate, ARivalBombNode*, InBombNode, ERivalBombNodeState, InState);
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FStateChangedDelegate OnStateChanged;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSubclassOf<ASplineCableActor> RivalBombCable;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UHackingUsableComponent* HackingUsable;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_State, meta=(AllowPrivateAccess=true))
ERivalBombNodeState State;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
ASplineCableActor* BombCable;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
ARivalBomb* RivalBomb;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_RemainingHackTime, meta=(AllowPrivateAccess=true))
float RemainingHackTime;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
float HackStartTime;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
int32 BombIndex;
public:
ARivalBombNode();
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
protected:
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void ReceiveStateUpdated();
UFUNCTION(BlueprintCallable)
void OnRep_State();
UFUNCTION(BlueprintCallable)
void OnRep_RemainingHackTime() const;
UFUNCTION(BlueprintCallable)
void OnNodeHackedByUser(APlayerCharacter* Player);
UFUNCTION(BlueprintCallable)
void OnHackTimerTick();
UFUNCTION(BlueprintCallable, BlueprintPure)
float GetRemainingTimePct() const;
};