85 lines
2.7 KiB
C++
Executable file
85 lines
2.7 KiB
C++
Executable file
#pragma once
|
|
#include "CoreMinimal.h"
|
|
#include "UObject/NoExportTypes.h"
|
|
#include "Curves/CurveFloat.h"
|
|
#include "EnemyPawn.h"
|
|
#include "FacilityTurret.generated.h"
|
|
|
|
class AActor;
|
|
class USceneComponent;
|
|
class USkeletalMeshComponent;
|
|
class USoundCue;
|
|
|
|
UCLASS(Blueprintable)
|
|
class AFacilityTurret : public AEnemyPawn {
|
|
GENERATED_BODY()
|
|
public:
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
|
|
USceneComponent* Root;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
|
|
USkeletalMeshComponent* Mesh;
|
|
|
|
protected:
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float IndicatorActivationDelay;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
bool FinishAttackIgnoreLoS;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
bool InvulnerableOnInactive;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float FoldOutTime;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
USoundCue* EngagedAudio;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float Offset;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float AimAcceleration;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
FRuntimeFloatCurve AimSpeedCurve;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
|
|
AActor* CurrentTarget;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_TurretEngaged, meta=(AllowPrivateAccess=true))
|
|
bool TurretEngaged;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
bool AlwaysActive;
|
|
|
|
public:
|
|
AFacilityTurret();
|
|
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
|
|
|
|
protected:
|
|
UFUNCTION(BlueprintCallable)
|
|
void TurnOffMesh();
|
|
|
|
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
|
|
void SetIsAttacking(bool IsAttacking);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void OnRep_TurretEngaged();
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
|
|
void OnProjectileSpawned();
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
|
|
void OnEngagedChanged(bool engaged);
|
|
|
|
public:
|
|
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
|
|
void OnAttack();
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
FRotator GetLookingDirection() const;
|
|
|
|
};
|
|
|