115 lines
3.8 KiB
C++
Executable file
115 lines
3.8 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 "GameplayTagContainer.h"
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#include "ERoomMirror.h"
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#include "ERoomMirroringSupport.h"
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#include "RoomBurner.generated.h"
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class ADeepCSGWorld;
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class AProceduralSetup;
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class UBiome;
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class UDifficultySetting;
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class UEnemyDescriptor;
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class UMissionMutator;
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class UMissionTemplate;
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class UMissionWarning;
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class URoomGenerator;
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class USpecialEvent;
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UCLASS(Blueprintable)
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class ARoomBurner : public AActor {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool LiveUpdateEditor;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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ERoomMirror MirrorTest;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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URoomGenerator* RoomGenerator;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float RoomRadius;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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ERoomMirroringSupport MirrorSupport;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool ShowRoomCollider;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGameplayTagContainer RoomTags;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 Seed;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UBiome* Biome;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UDifficultySetting* Difficulty;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 ForcePlayerCount;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool GenerateDebris;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool GenerateItems;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool GenerateResources;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool SpawnEncounters;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UEnemyDescriptor* TestEnemy;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 TestEnemyCount;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UMissionMutator* TestMutator;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<UMissionWarning*> TestWarnings;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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USpecialEvent* TestSpecialEvent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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USpecialEvent* TestTreasure;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UMissionTemplate* MissionTemplate;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UMissionTemplate* CustomMissionTemplate;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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ADeepCSGWorld* CSGWorld;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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AProceduralSetup* PLSLiveEditor;
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private:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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URoomGenerator* LiveEditRoomGenerator;
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public:
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ARoomBurner();
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protected:
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UFUNCTION(BlueprintCallable)
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void SpawnEncounter(AProceduralSetup* Setup);
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public:
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UFUNCTION(BlueprintCallable, BlueprintPure)
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URoomGenerator* GetRoomGenerator() const;
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};
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