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

83 lines
2.7 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "EGuntowerModuleState.h"
#include "EventParticipant.h"
#include "FSDPawn.h"
#include "TowerModuleBase.generated.h"
class UEnemyHealthComponent;
class UParticleSystem;
class USceneComponent;
class USkeletalMesh;
class USkeletalMeshComponent;
class USoundCue;
class UStaticMeshComponent;
UCLASS(Blueprintable)
class ATowerModuleBase : public AFSDPawn, public IEventParticipant {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
USceneComponent* Root;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
USkeletalMeshComponent* ModuleMesh;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
TArray<UStaticMeshComponent*> ArmorPlates;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UEnemyHealthComponent* Health;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
FRotator ModuleRotation;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
USkeletalMesh* DestroyedMesh;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
USoundCue* deathSound;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UParticleSystem* deathParticles;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float ArmorLaunchPower;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float HideArmorTime;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float ModuleRotationSpeed;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool ConstantRotation;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_State, meta=(AllowPrivateAccess=true))
EGuntowerModuleState State;
public:
ATowerModuleBase();
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
void SetState(EGuntowerModuleState NewState);
protected:
UFUNCTION(BlueprintCallable)
void OnRep_State(EGuntowerModuleState prevState);
private:
UFUNCTION(BlueprintCallable)
void HideArmorPlates();
protected:
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void DoAttack();
// Fix for true pure virtual functions not being implemented
};