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

57 lines
1.7 KiB
C++
Executable file

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