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

81 lines
2.4 KiB
C++
Executable file

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