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

48 lines
1.5 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "GameFramework/Actor.h"
#include "EPickaxePartLocation.h"
#include "ItemIDInterface.h"
#include "PickaxeMeshInstance.h"
#include "PickaxePartEquip.h"
#include "SpawnReleasedActor.h"
#include "PickaxePreviewActor.generated.h"
class UItemID;
class UMaterialInterface;
class UPickaxePart;
class USceneComponent;
UCLASS(Blueprintable)
class APickaxePreviewActor : public AActor, public IPickaxePartEquip, public IItemIDInterface, public ISpawnReleasedActor {
GENERATED_BODY()
public:
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
USceneComponent* TP_Root;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FVector Scale;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TMap<EPickaxePartLocation, FPickaxeMeshInstance> EquippedParts;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UItemID* ItemID;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
UMaterialInterface* EquippedMaterial;
public:
APickaxePreviewActor();
UFUNCTION(BlueprintCallable)
void PreviewParts(EPickaxePartLocation PreviewLocation, UPickaxePart* PreviewPart);
UFUNCTION(BlueprintCallable)
void EquipParts();
// Fix for true pure virtual functions not being implemented
};