76 lines
2.6 KiB
C++
Executable file
76 lines
2.6 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 "ActorTrackingCheatInterface.h"
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#include "Templates/SubclassOf.h"
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#include "TreasureBeacon.generated.h"
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class ATreasureContainer;
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class UCurveFloat;
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class UDebrisPositioning;
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class USceneComponent;
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class UTerrainPlacementComponent;
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UCLASS(Blueprintable)
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class FSD_API ATreasureBeacon : public AActor, public IActorTrackingCheatInterface {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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USceneComponent* RootComp;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UTerrainPlacementComponent* terrainPlacement;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UDebrisPositioning* TreasurePositioning;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UDebrisPositioning* DebrisPartsPositioning;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UCurveFloat* AvoidCostCurve;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UCurveFloat* AvoidCostCurveDebris;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float MaxRange;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float MinRange;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float DebrisSpawnRange;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSubclassOf<AActor> DebrisPartClass;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 DebrisPartsToSpawn;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 MaxSpawnLocationTries;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSubclassOf<ATreasureContainer> TreasureClass;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
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ATreasureContainer* TreasureInstance;
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public:
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ATreasureBeacon();
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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protected:
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UFUNCTION(BlueprintCallable, BlueprintPure=false)
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void SpawnDebreeParts() const;
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public:
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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void ActivateTreasure();
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// Fix for true pure virtual functions not being implemented
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};
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