71 lines
2.4 KiB
C++
Executable file
71 lines
2.4 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "AttackBaseComponent.h"
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#include "EProjectileAttackRotationType.h"
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#include "ProjectileAttackDelegateDelegate.h"
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#include "ProjetileSpawnedDelegateDelegate.h"
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#include "ProjectileAttackBaseComponent.generated.h"
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class AActor;
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class UAnimMontage;
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class UProjectileAttack;
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class UTargetValidator;
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UCLASS(Abstract, Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent))
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class UProjectileAttackBaseComponent : public UAttackBaseComponent {
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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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TArray<UProjectileAttack*> Projectiles;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<UAnimMontage*> Montages;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FName SocketName;
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UPROPERTY(EditAnywhere, meta=(AllowPrivateAccess=true))
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EProjectileAttackRotationType RotationHandling;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UTargetValidator* FinalValidationCheck;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool ProjectilesIgnoreEachOther;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FProjectileAttackDelegate OnAttackStartedEvent;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FProjectileAttackDelegate OnProjectileFiredEvent;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FProjectileAttackDelegate OnAttackEndedEvent;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FProjetileSpawnedDelegate OnProjectileSpawnedEvent;
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public:
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UProjectileAttackBaseComponent();
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protected:
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UFUNCTION(BlueprintCallable)
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bool TriggerMontage(AActor* Target);
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UFUNCTION(BlueprintCallable, BlueprintNativeEvent)
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UAnimMontage* SelectMontage() const;
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UFUNCTION(BlueprintCallable)
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void OnPerformAttack();
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UFUNCTION(BlueprintCallable)
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void OnMontageEnded(UAnimMontage* Montage, bool interrupted);
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UFUNCTION(BlueprintCallable, NetMulticast, Unreliable)
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void MulticastProjectileFired();
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UFUNCTION(BlueprintCallable)
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void CancelMontage();
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};
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