47 lines
1.4 KiB
C++
Executable file
47 lines
1.4 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "EnemyPawn.h"
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#include "ParasiteEnemy.generated.h"
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class UHealthComponentBase;
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class UOutlineComponent;
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class UParticleSystem;
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class USceneComponent;
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class USkeletalMeshComponent;
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class USoundBase;
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class UStaticMeshComponent;
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UCLASS(Blueprintable)
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class AParasiteEnemy : public AEnemyPawn {
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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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USkeletalMeshComponent* Mesh;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UStaticMeshComponent* Tentacles1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UStaticMeshComponent* Tentacles2;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UOutlineComponent* outline;
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protected:
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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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USoundBase* deathSound;
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public:
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AParasiteEnemy();
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protected:
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UFUNCTION(BlueprintCallable)
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void OnSelfDeath(UHealthComponentBase* aHealthComponent);
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};
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