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

64 lines
2.2 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "BeamCollision.h"
#include "LockOnBeam.generated.h"
class ALockOnWeapon;
class UMaterialInterface;
class USceneComponent;
class USplineComponent;
class USplineMeshComponent;
UCLASS(Abstract, Blueprintable)
class ALockOnBeam : public AActor {
GENERATED_BODY()
public:
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
USplineComponent* BeamSpline;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
USplineMeshComponent* BeamMeshComponent01;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
USplineMeshComponent* BeamMeshComponent02;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
USplineMeshComponent* BeamMeshComponent03;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
USceneComponent* BlockedNodeComponent;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
USceneComponent* PreviewLocationComponent;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UMaterialInterface* BeamMaterial;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UMaterialInterface* BlockedBeamMaterial;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UMaterialInterface* SeekerMaterial;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float BeamThicknessScale;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TWeakObjectPtr<ALockOnWeapon> Item;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TWeakObjectPtr<AActor> TargetActor;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FBeamCollision Collision;
public:
ALockOnBeam();
protected:
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void ReceiveItemSet();
};