79 lines
2.7 KiB
C++
Executable file
79 lines
2.7 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 "Components/ActorComponent.h"
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#include "AIPlayerControlComponent.generated.h"
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class UAnimMontage;
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class UControlEnemyUsable;
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class UDialogDataAsset;
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UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent))
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class UAIPlayerControlComponent : public UActorComponent {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FRotator AngularAcceleration;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FRotator AngularDampening;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FRotator MaxAngularVelocity;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FRotator MaxRotation;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float SpeedTarget;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float SpeedMin;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float SpeedMax;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float AccelerationBase;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float AccelerationMultiplier;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float DecelerationMultiplier;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float AccelerationOnSlopeMultiplier;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float DecelerationOnSlopeMultiplier;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float InitialConnectionBlendTime;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimMontage* GetOnMontageAI;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimMontage* GetOnMontagePlayer;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimMontage* LetGoMontageAI;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimMontage* LetGoMontagePlayer;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UDialogDataAsset* GetOnShout;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UDialogDataAsset* LetGoShout;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UControlEnemyUsable* Usable;
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public:
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UAIPlayerControlComponent();
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};
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