45 lines
1.4 KiB
C++
Executable file
45 lines
1.4 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 "Engine/EngineTypes.h"
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#include "DroneStream.generated.h"
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class ABosco;
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class UCapsuleComponent;
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class UPrimitiveComponent;
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class USceneComponent;
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UCLASS(Blueprintable)
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class ADroneStream : public AActor {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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USceneComponent* Root;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UCapsuleComponent* Collision;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool CheckStartOverlaps;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool CheckEndOverlaps;
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public:
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ADroneStream();
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protected:
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void Receive_OnAbilityDataSet();
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UFUNCTION(BlueprintCallable)
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void OnEndOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex);
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UFUNCTION(BlueprintCallable)
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void OnBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
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UFUNCTION(BlueprintCallable, BlueprintPure)
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ABosco* GetBosco() const;
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};
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