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

74 lines
2.5 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "Engine/EngineTypes.h"
#include "SpecialDamageAttackComponent.h"
#include "TremorAttackComponent.generated.h"
class AActor;
class UBoxComponent;
class UParticleSystemComponent;
class UPrimitiveComponent;
UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent))
class FSD_API UTremorAttackComponent : public USpecialDamageAttackComponent {
GENERATED_BODY()
public:
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_IsAttackActive, meta=(AllowPrivateAccess=true))
bool IsAttackActive;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
UBoxComponent* CollisionComponent;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
UParticleSystemComponent* ParticlesComponent;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float InitialParticlesDelay;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float PostParticleDelay;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float TargetMaxDistanceFromGround;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float TimeBetweenDamageTicks;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float LaunchForce;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float Duration;
public:
UTremorAttackComponent();
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
protected:
UFUNCTION(BlueprintCallable)
void StopParticles();
UFUNCTION(BlueprintCallable)
void StartParticles();
public:
UFUNCTION(BlueprintCallable)
void OnTargetExitedTrigger(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex);
UFUNCTION(BlueprintCallable)
void OnTargetEnteredTrigger(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
protected:
UFUNCTION(BlueprintCallable)
void OnRep_IsAttackActive();
public:
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsInited() const;
UFUNCTION(BlueprintCallable)
void InitTremorAttack(UBoxComponent* Box, UParticleSystemComponent* Particles);
};