70 lines
2.4 KiB
C++
Executable file
70 lines
2.4 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "Engine/EngineTypes.h"
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#include "PlagueCleanerResourceChangedDelegate.h"
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#include "PlagueCleanupItem.h"
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#include "SoapVacuumItem.generated.h"
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class AActor;
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class UCapsuleComponent;
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class UNiagaraComponent;
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class UPrimitiveComponent;
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class USceneComponent;
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UCLASS(Blueprintable)
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class ASoapVacuumItem : public APlagueCleanupItem {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UCapsuleComponent* VacuumCapsule;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UNiagaraComponent* NS_Vacuum_FP;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UNiagaraComponent* NS_Vacuum_TP;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FPlagueCleanerResourceChanged OnCurrentVolumeChanged;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float VacuumCooldown;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float VacuumRadius;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float VacuumRange;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float CurrentVacuumEffectStrenght;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float MaxVacuumEffectStrength;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float VacuumEffectFoamSuckTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float LastPuddleSuckTime;
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public:
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ASoapVacuumItem();
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UFUNCTION(BlueprintCallable, Reliable, Server)
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void Server_StartVacuumingPuddle(AActor* Target);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnFoamPuddleCollected_Unreliable();
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UFUNCTION(BlueprintCallable)
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void ItemEnterVacuum(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
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UFUNCTION(BlueprintCallable, BlueprintNativeEvent)
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USceneComponent* GetVacuumSource() const;
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UFUNCTION(BlueprintCallable, NetMulticast, Unreliable)
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void All_Visual_PuddleStartCollect();
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};
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