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

76 lines
2.6 KiB
C++
Executable file

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