81 lines
2.4 KiB
C++
Executable file
81 lines
2.4 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 "UObject/NoExportTypes.h"
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#include "GameFramework/Actor.h"
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#include "FakeSawMover.h"
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#include "SawFakeMoveState.h"
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#include "WallSaw.generated.h"
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class UCapsuleComponent;
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class UCurveFloat;
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class UParticleSystemComponent;
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class UPrimitiveComponent;
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UCLASS(Blueprintable)
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class AWallSaw : public AActor {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
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UCapsuleComponent* HitCapsule;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float SpeedCof;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UCurveFloat* VelOverTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
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UParticleSystemComponent* GroundParticles;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FFakeSawMover FakeMover;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_PosVel, meta=(AllowPrivateAccess=true))
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FSawFakeMoveState PosVel;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float PopWeakpointRadius;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float PlayerHitRangeFromCenter;
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public:
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AWallSaw();
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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 UpdateCheckForWeakpoints();
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public:
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UFUNCTION(BlueprintCallable)
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void SetMovementDirection(FVector Direction);
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protected:
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UFUNCTION(BlueprintCallable)
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void PushEnemyAndCheckForWeakpoint(AActor* Actor);
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UFUNCTION(BlueprintCallable)
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void OnRep_PosVel(const FSawFakeMoveState& NewPosVel);
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UFUNCTION(BlueprintCallable)
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void OnDurationEnd();
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public:
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UFUNCTION(BlueprintCallable)
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void Initialize(FVector Direction);
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protected:
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UFUNCTION(BlueprintCallable)
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bool HasJustHit(AActor* enemy);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void GrazeOverlapCallback(AActor* Actor, UPrimitiveComponent* prim);
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UFUNCTION(BlueprintCallable, NetMulticast, Reliable)
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void All_Initialize(const FTransform& Transform, const FVector& Direction);
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};
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