50 lines
1.7 KiB
C++
Executable file
50 lines
1.7 KiB
C++
Executable file
#pragma once
|
|
#include "CoreMinimal.h"
|
|
#include "DeepPathfinderCharacter.h"
|
|
#include "NetMontageAble.h"
|
|
#include "QueuedMontage.h"
|
|
#include "EnemyDeepPathfinderCharacter.generated.h"
|
|
|
|
class UAnimInstance;
|
|
class UAnimMontage;
|
|
class UEnemyHealthComponent;
|
|
class UMaterialInterface;
|
|
class UMeshComponent;
|
|
class USkeletalMeshComponent;
|
|
|
|
UCLASS(Blueprintable)
|
|
class AEnemyDeepPathfinderCharacter : public ADeepPathfinderCharacter, public INetMontageAble {
|
|
GENERATED_BODY()
|
|
public:
|
|
protected:
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
|
|
UEnemyHealthComponent* HealthComponent;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_QueuedMontage, meta=(AllowPrivateAccess=true))
|
|
FQueuedMontage QueuedMontage;
|
|
|
|
public:
|
|
AEnemyDeepPathfinderCharacter();
|
|
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
|
|
|
|
protected:
|
|
UFUNCTION(BlueprintCallable, BlueprintPure=false)
|
|
void SwitchToDynamicBaseShader(UMaterialInterface* baseShader, UMeshComponent* MeshComponent) const;
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void OnRep_QueuedMontage();
|
|
|
|
|
|
// Fix for true pure virtual functions not being implemented
|
|
public:
|
|
UFUNCTION(BlueprintCallable)
|
|
float QueueMontage(UAnimMontage* Montage) override PURE_VIRTUAL(QueueMontage, return 0.0f;);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
USkeletalMeshComponent* GetSkeletalMesh() const override PURE_VIRTUAL(GetSkeletalMesh, return NULL;);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
UAnimInstance* GetAnimInstance() const override PURE_VIRTUAL(GetAnimInstance, return NULL;);
|
|
|
|
};
|
|
|