57 lines
1.7 KiB
C++
Executable file
57 lines
1.7 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "FSDPawn.h"
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#include "GuntowerWeakPoint.generated.h"
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class UDamageClass;
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class UEnemyHealthComponent;
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class UHealthComponentBase;
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class UParticleSystem;
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class USceneComponent;
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class USoundCue;
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class UStaticMeshComponent;
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class UWeakpointGlowComponent;
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UCLASS(Blueprintable)
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class AGuntowerWeakPoint : public AFSDPawn {
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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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UEnemyHealthComponent* Health;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UStaticMeshComponent* Mesh;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UWeakpointGlowComponent* HitGlow;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Export, meta=(AllowPrivateAccess=true))
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TWeakObjectPtr<UEnemyHealthComponent> ParentHealth;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UDamageClass* DamageToParent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UParticleSystem* deathParticles;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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USoundCue* deathSound;
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public:
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AGuntowerWeakPoint();
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protected:
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnExposedChanged(bool isExposed);
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UFUNCTION(BlueprintCallable)
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void OnDeath(UHealthComponentBase* HealthComponent);
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UFUNCTION(BlueprintCallable)
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void DamageParent(float ammount);
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};
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