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