96 lines
3.2 KiB
C++
Executable file
96 lines
3.2 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Actor.h"
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#include "EInputKeys.h"
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#include "DetPack.generated.h"
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class ADetPackItem;
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class APlayerCharacter;
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class UExplosionComponent;
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class UHealthComponentBase;
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class UProjectileMovementComponent;
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class USimpleHealthComponent;
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class USingleUsableComponent;
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UCLASS(Blueprintable)
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class ADetPack : public AActor {
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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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float UpgradedStaggerChance;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float UpgradedStaggerDuration;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float UpgradedFearFactor;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
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float VisualDamageRadius;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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float IncreasedFearRadius;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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float IncreasedStaggerRadius;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UProjectileMovementComponent* Movement;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UExplosionComponent* Explosion;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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USingleUsableComponent* UseComp;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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USimpleHealthComponent* SimpleHealth;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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ADetPackItem* Detonator;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_HasExploded, meta=(AllowPrivateAccess=true))
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bool HasExploded;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_IsMoving, meta=(AllowPrivateAccess=true))
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bool IsMoving;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool ExplodesOnDeath;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool HasExtraStaggerRadius;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool HasExtraFearRadius;
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public:
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ADetPack();
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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protected:
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UFUNCTION(BlueprintCallable)
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void UseFearStaggerUpgrades();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void RecieveHitObject();
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UFUNCTION(BlueprintCallable)
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void OnRep_IsMoving();
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UFUNCTION(BlueprintCallable)
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void OnRep_HasExploded();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnExploded();
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UFUNCTION(BlueprintCallable)
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void OnDetPackPickedUp(APlayerCharacter* User, EInputKeys Key);
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public:
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UFUNCTION(BlueprintCallable)
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void OnDetPackDeath(UHealthComponentBase* HealthComponent);
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};
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