76 lines
2.6 KiB
C++
Executable file
76 lines
2.6 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "Components/ActorComponent.h"
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#include "Curves/CurveFloat.h"
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#include "DamageData.h"
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#include "EWeakpointGlowMode.h"
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#include "WeakpointChannel.h"
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#include "WeakpointGlowComponent.generated.h"
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class UCurveFloat;
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class UFSDPhysicalMaterial;
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class UHealthComponentBase;
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class UMeshComponent;
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class USkeletalMeshComponent;
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UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent))
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class UWeakpointGlowComponent : public UActorComponent {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FName EmissiveParam;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<FWeakpointChannel> Channels;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FRuntimeFloatCurve WeakpointHitCurve;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float CurveMultiplier;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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EWeakpointGlowMode Mode;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UFSDPhysicalMaterial* WeakPointMaterial;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool AddFirstChannelAutomatically;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 ReplaceMatIndex;
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public:
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UWeakpointGlowComponent();
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UFUNCTION(BlueprintCallable)
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bool StopLoopingGlow(int32 aGlowID, bool aFade);
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protected:
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UFUNCTION(BlueprintCallable)
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void ShowBodypartHit(float Amount, float BaseAmount, const FDamageData& DamageData);
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public:
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UFUNCTION(BlueprintCallable)
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void SetUpWeakPointGlowOnMeshByBone(USkeletalMeshComponent*& Mesh, int32 MaterialIndex, FName Bone, UHealthComponentBase* HealthComponent);
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UFUNCTION(BlueprintCallable)
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int32 SetUpWeakPointGlowOnMesh(UMeshComponent* Mesh, int32 MaterialIndex, UFSDPhysicalMaterial* PhysicalMaterial, UHealthComponentBase* HealthComponent);
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UFUNCTION(BlueprintCallable)
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void SetChannelEnabled(bool Enabled, int32 Channel);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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void EnableWeakpointRegistration(bool Enabled);
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protected:
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UFUNCTION(BlueprintCallable, NetMulticast, Unreliable)
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void All_ShowWeakPointHit(uint8 Channel);
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public:
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UFUNCTION(BlueprintCallable)
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void AddWeakpointGlow(bool loopIndefinitely, float LoopTime, UCurveFloat* GrowCurve, UCurveFloat* FadeCurve, int32 UniqueId, int32 Channel);
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};
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