40 lines
1.2 KiB
C++
Executable file
40 lines
1.2 KiB
C++
Executable file
#pragma once
|
|
#include "CoreMinimal.h"
|
|
#include "EnemyDeepPathfinderCharacter.h"
|
|
#include "MultiTargeter.h"
|
|
#include "TerminatorEnemy.generated.h"
|
|
|
|
class AActor;
|
|
class UAnimMontage;
|
|
class UHitReactionComponent;
|
|
|
|
UCLASS(Blueprintable)
|
|
class ATerminatorEnemy : public AEnemyDeepPathfinderCharacter, public IMultiTargeter {
|
|
GENERATED_BODY()
|
|
public:
|
|
protected:
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
UAnimMontage* FlairAnimation;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float MinFlairAnimCooldown;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float MaxFlairAnimationCooldown;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
|
|
UHitReactionComponent* HitReactions;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
|
|
TSet<AActor*> CurrentTargets;
|
|
|
|
public:
|
|
ATerminatorEnemy();
|
|
protected:
|
|
UFUNCTION(BlueprintCallable, NetMulticast, Unreliable)
|
|
void All_PlayFlairAnimation();
|
|
|
|
|
|
// Fix for true pure virtual functions not being implemented
|
|
};
|
|
|