84 lines
2.6 KiB
C++
Executable file
84 lines
2.6 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "AFlyingBug.h"
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#include "Templates/SubclassOf.h"
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#include "JellyBreeder.generated.h"
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class AActor;
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class AProjectile;
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class UAnimSequenceBase;
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class UEnemyDescriptor;
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class UParticleSystem;
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class UPhysicalMaterial;
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class USoundBase;
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UCLASS(Blueprintable)
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class AJellyBreeder : public AAFlyingBug {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimSequenceBase* EggSpawnAnimation;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UParticleSystem* EggParticles;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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USoundBase* EggSound;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UEnemyDescriptor* EnemyToSpawn;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSubclassOf<AProjectile> EggClass;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float TimeBetweenBursts;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float TimeBetweenEggs;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float CloseToSpawnEggTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UPhysicalMaterial* WeakPointMaterial;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UPhysicalMaterial* UnWeakPointMaterial;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 EggBurstSize;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 MaxJellies;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float MultiplierOnHighPlayerCount;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_BreedMode, meta=(AllowPrivateAccess=true))
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bool IsInBreedMode;
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public:
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AJellyBreeder();
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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UFUNCTION(BlueprintCallable)
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void SpawnEnemies(AProjectile* Egg, int32 AmountToSpawn);
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UFUNCTION(BlueprintCallable, NetMulticast, Unreliable)
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void PlaySpawnEggAnim();
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protected:
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UFUNCTION(BlueprintCallable)
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void OnRep_BreedMode();
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UFUNCTION(BlueprintCallable)
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void OnJellyDestroyed(AActor* AActor);
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public:
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void BreedModeFlipped(bool aIsLayingEggs);
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};
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