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