41 lines
1.2 KiB
C++
Executable file
41 lines
1.2 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 "ThrowableActor.generated.h"
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class APlayerCharacter;
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class UProjectileMovementComponent;
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UCLASS(Blueprintable)
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class AThrowableActor : 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, Instanced, meta=(AllowPrivateAccess=true))
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UProjectileMovementComponent* Movement;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_IsMoving, meta=(AllowPrivateAccess=true))
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bool IsMoving;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool IgnoreFellOutOfWorld;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool IgnoreOwnersCollision;
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public:
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AThrowableActor();
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void ReceiveIgnoreCharacter(APlayerCharacter* Character);
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protected:
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void ReceiveHitObject();
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UFUNCTION(BlueprintCallable)
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void OnRep_IsMoving();
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};
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