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