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

71 lines
2.4 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "FSDPawn.h"
#include "NetMontageAble.h"
#include "QueuedMontage.h"
#include "EnemyPawn.generated.h"
class UAnimInstance;
class UAnimMontage;
class UEnemyComponent;
class UEnemyHealthComponent;
class UEnemyPawnAfflictionComponent;
class UMaterialInterface;
class UMeshComponent;
class UPawnStatsComponent;
class USkeletalMeshComponent;
UCLASS(Abstract, Blueprintable)
class AEnemyPawn : public AFSDPawn, public INetMontageAble {
GENERATED_BODY()
public:
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UEnemyHealthComponent* Health;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UPawnStatsComponent* Stats;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UEnemyPawnAfflictionComponent* Affliction;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UEnemyComponent* enemy;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FName CenterMassSocketName;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_QueuedMontage, meta=(AllowPrivateAccess=true))
FQueuedMontage QueuedMontage;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TArray<UMaterialInterface*> CachedMaterials;
public:
AEnemyPawn();
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
protected:
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
UMeshComponent* Receive_GetMeshComponent() const;
UFUNCTION(BlueprintCallable)
void OnRep_QueuedMontage();
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
USkeletalMeshComponent* GetMesh() const;
// 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;);
};