62 lines
2.1 KiB
C++
Executable file
62 lines
2.1 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "HitscanBaseComponent.h"
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#include "MultiHitScanHits.h"
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#include "OnHitDelegateDelegate.h"
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#include "CapsuleHitscanComponent.generated.h"
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class AActor;
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class ADamageEnhancer;
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UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent))
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class UCapsuleHitscanComponent : public UHitscanBaseComponent {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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ADamageEnhancer* DamageEnhancer;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnHitDelegate OnHitEffect;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnHitDelegate OnClosestHit_Client;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float range;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float Width;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool ShowPhysMatImpact;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool ShowPhysMatDecal;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool PlayPhysMatSound;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TSet<AActor*> ActorsInCapsule;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<AActor*> DamagedActorCache;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<AActor*> ActorsHit;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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FMultiHitScanHits Hits;
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public:
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UCapsuleHitscanComponent();
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protected:
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UFUNCTION(BlueprintCallable, Reliable, Server)
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void Server_RegisterHit(const FMultiHitScanHits& hitResults);
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UFUNCTION(BlueprintCallable, NetMulticast, Unreliable)
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void All_ShowHit(const FMultiHitScanHits& hitResults);
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};
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