85 lines
2.9 KiB
C++
Executable file
85 lines
2.9 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "EliminationDescriptors.h"
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#include "EliminationTarget.h"
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#include "Objective.h"
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#include "EliminationObjective.generated.h"
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class AActor;
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class AFSDPawn;
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class UCaveInfluencer;
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class UDebrisBase;
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class UDebrisPositioning;
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class UEnemyDescriptor;
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class UHealthComponentBase;
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UCLASS(Abstract, Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent))
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class FSD_API UEliminationObjective : public UObjective {
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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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int32 ObjectCount;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UDebrisPositioning* Positioning;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<int32> ExcludeRoomIDs;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSoftClassPtr<AActor> ObjectToSpawn;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UCaveInfluencer* CaveInfluencer;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float DebrisRadius;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<TSoftObjectPtr<UDebrisBase>> ObjectDebris;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_EnemiesKilled, meta=(AllowPrivateAccess=true))
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int32 EnemiesKilled;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_EnemiesToKill, meta=(AllowPrivateAccess=true))
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int32 EnemiesToKill;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FEliminationDescriptors> TargetDescriptors;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<FEliminationDescriptors> TargetQueue;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<FEliminationTarget> ActiveEliminationTargets;
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public:
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UEliminationObjective();
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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void RegisterEliminationTargets(const TArray<AFSDPawn*>& Targets);
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protected:
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void ReceiveTargetSpawned();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void ReceiveTargetKilled();
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UFUNCTION(BlueprintCallable)
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void OnTargetKilled(UHealthComponentBase* Health);
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UFUNCTION(BlueprintCallable)
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void OnRep_EnemiesToKill(int32 prevAmount);
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UFUNCTION(BlueprintCallable)
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void OnRep_EnemiesKilled(int32 prevAmount);
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public:
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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TArray<UEnemyDescriptor*> GetNextTargetInQueue();
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};
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