109 lines
3.7 KiB
C++
Executable file
109 lines
3.7 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "UObject/NoExportTypes.h"
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#include "EInputKeys.h"
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#include "Templates/SubclassOf.h"
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#include "TreasureContainer.h"
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#include "TreasureBox.generated.h"
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class AActor;
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class APlayerCharacter;
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class AProceduralSetup;
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class UAnimSequenceBase;
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class UCurveFloat;
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class UDebrisPositioning;
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class URepairableComponent;
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class URepairableUsable;
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class USingleUsableComponent;
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class USkeletalMeshComponent;
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class UStaticMeshComponent;
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class UTerrainPlacementComponent;
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class UTreasureRewarder;
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UCLASS(Blueprintable)
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class FSD_API ATreasureBox : public ATreasureContainer {
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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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URepairableComponent* repairable;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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URepairableUsable* RepairUsable;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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USingleUsableComponent* HammeringUsable;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UTerrainPlacementComponent* terrainPlacement;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UStaticMeshComponent* MiddlePlane;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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USkeletalMeshComponent* BoxMesh;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<AActor*> Batteries;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float CollectActivationDelay;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimSequenceBase* OpenBoxAnim;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float DelayToOpenAfterRepair;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSubclassOf<AActor> ResourceClass;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
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UTreasureRewarder* boxRewarder;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float HologramRotationSpeed;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
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int32 ItemsInserted;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
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bool IsTreasureAvailable;
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public:
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ATreasureBox();
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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UFUNCTION(BlueprintCallable)
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void PlaceResources(AProceduralSetup* Setup, float Radius, UDebrisPositioning* DebrisPositioning, const TArray<FVector>& locationsToAvoid, UCurveFloat* AvoidCostCurve);
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UFUNCTION(BlueprintCallable)
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void OnUsedEvent(APlayerCharacter* User, EInputKeys Key);
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UFUNCTION(BlueprintCallable)
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void OnRepairedEvent(URepairableComponent* repaired);
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UFUNCTION(BlueprintCallable)
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void OnHammerProgress(float Progress);
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UFUNCTION(BlueprintCallable)
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void OnHammered(APlayerCharacter* User, EInputKeys Key);
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UFUNCTION(BlueprintCallable)
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void OnFullyRepairedEvent(URepairableComponent* repaired);
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UFUNCTION(BlueprintCallable)
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void OnAllResourcesCollectedEvent(URepairableComponent* repaired);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void BP_OnCollectedTreasure(APlayerCharacter* collector);
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UFUNCTION(BlueprintCallable)
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void AfterRepairDelay();
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protected:
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UFUNCTION(BlueprintCallable)
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void ActivateCollection();
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};
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