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

56 lines
1.7 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "GameFramework/Actor.h"
#include "DecalData.h"
#include "StickyFlame.generated.h"
class UAudioComponent;
class UParticleSystemComponent;
class UStatusEffectTriggerComponent;
UCLASS(Blueprintable)
class AStickyFlame : public AActor {
GENERATED_BODY()
public:
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UParticleSystemComponent* FlameParticles;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UAudioComponent* audio;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UStatusEffectTriggerComponent* StatusTriggerComponent;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FDecalData Decal;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float FlameLifetime;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float FlameExtinguishTime;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FVector2D RandomTimeRangeFactor;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float AudioFadeOutTime;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_IsActive, meta=(AllowPrivateAccess=true))
bool IsActive;
public:
AStickyFlame();
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
protected:
UFUNCTION(BlueprintCallable)
void OnRep_IsActive();
UFUNCTION(BlueprintCallable)
void OnExtinguisFlame();
};