66 lines
2.1 KiB
C++
Executable file
66 lines
2.1 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "EnemyAttacker.h"
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#include "EnemyDeepPathfinderCharacter.h"
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#include "SpiderEnemy.generated.h"
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class AActor;
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class UHitReactionComponent;
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class UPawnStatsComponent;
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class UStaticMesh;
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class UStaticMeshComponent;
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UCLASS(Blueprintable)
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class ASpiderEnemy : public AEnemyDeepPathfinderCharacter, public IEnemyAttacker {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UPawnStatsComponent* PawnStats;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UHitReactionComponent* HitReactions;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UStaticMesh* GoreMesh;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool ApplyDifficultySpeedModifier;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float AttackDamageModifier;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool LimitRagdollSpeed;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float MaxRagdollSpeed;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_LookAtTarget, meta=(AllowPrivateAccess=true))
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AActor* LookAtTarget;
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public:
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ASpiderEnemy();
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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UFUNCTION(BlueprintCallable)
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void SetLookAtTarget(AActor* Target);
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protected:
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UFUNCTION(BlueprintCallable)
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void OnRep_LookAtTarget();
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UFUNCTION(BlueprintCallable)
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UStaticMeshComponent* CreateHeadGore();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void AlertNearbyEnemies();
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// Fix for true pure virtual functions not being implemented
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public:
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UFUNCTION(BlueprintCallable)
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float GetAttackDamageModifier() const override PURE_VIRTUAL(GetAttackDamageModifier, return 0.0f;);
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};
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