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

54 lines
1.6 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "EDefendPointState.h"
#include "EInputKeys.h"
#include "Templates/SubclassOf.h"
#include "DefensePointActor.generated.h"
class AGameEvent;
class APlayerCharacter;
class USingleUsableComponent;
UCLASS(Abstract, Blueprintable)
class ADefensePointActor : public AActor {
GENERATED_BODY()
public:
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSubclassOf<AGameEvent> DefenseEvent;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
AGameEvent* ActiveDefenceEvent;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_DefendState, meta=(AllowPrivateAccess=true))
EDefendPointState DefendState;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
USingleUsableComponent* DefendPointUsable;
public:
ADefensePointActor();
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
UFUNCTION(BlueprintCallable)
void SetState(EDefendPointState State);
protected:
UFUNCTION(BlueprintCallable)
void OnRep_DefendState();
UFUNCTION(BlueprintCallable)
void OnDefensePointActivated(APlayerCharacter* Player, EInputKeys Key);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void DefenseStart();
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void DefenseFail();
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void DefenseComplete();
};