45 lines
1.5 KiB
C++
Executable file
45 lines
1.5 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "RecallableActor.h"
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#include "Templates/SubclassOf.h"
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#include "RecallableSentryGun.generated.h"
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class APlayerCharacter;
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class ASentryGun;
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UCLASS(Abstract, Blueprintable)
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class ARecallableSentryGun : public ARecallableActor {
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GENERATED_BODY()
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public:
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FSentryIndexChanged, int32, Index);
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FSentryIndexChanged OnSentryIndexChanged;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_SentryIndex, meta=(AllowPrivateAccess=true))
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int32 SentryIndex;
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public:
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ARecallableSentryGun();
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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protected:
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void ReceiveOnSentryReady(ASentryGun* SentryGun, APlayerCharacter* PlayerCharacter);
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UFUNCTION(BlueprintCallable)
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void OnRep_SentryIndex();
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public:
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent, BlueprintPure)
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void GetStateDescription(FText& Description) const;
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent, BlueprintPure)
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TSubclassOf<ASentryGun> GetSentryGunClass() const;
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent, BlueprintPure)
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ASentryGun* GetSentryGun();
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};
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