142 lines
5 KiB
C++
Executable file
142 lines
5 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "ERedeployableSentryGunState.h"
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#include "SentryGun.h"
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#include "Templates/SubclassOf.h"
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#include "RedeployableSentryGun.generated.h"
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class AActor;
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class APlayerCharacter;
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class ARedeployableSentryGun;
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class ASentryElectroBeam;
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class UActorTrackingComponent;
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class UOutlineComponent;
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class USkeletalMeshComponent;
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UCLASS(Abstract, Blueprintable)
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class ARedeployableSentryGun : public ASentryGun {
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GENERATED_BODY()
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public:
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnStateChanged, ARedeployableSentryGun*, Sender, ERedeployableSentryGunState, NewState);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnDismantleFinished);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnDeployProgress, float, Progress);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnDeployFinished);
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnStateChanged OnStateChanged;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnDeployFinished OnDeployFinished;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnDismantleFinished OnDismantleFinished;
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UPROPERTY(BlueprintAssignable, BlueprintCallable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnDeployProgress OnDeployProgressEvent;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UActorTrackingComponent* ActorTrackingIcon;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UOutlineComponent* outline;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_SentryGunOwner, meta=(AllowPrivateAccess=true))
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TWeakObjectPtr<APlayerCharacter> SentryGunOwner;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bOutlineAndIconVisible;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_State, meta=(AllowPrivateAccess=true))
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ERedeployableSentryGunState State;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float PlasmaLineMaxRange;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<ASentryElectroBeam*> PlasmaLines;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSubclassOf<ASentryElectroBeam> PlasmaBeamClass;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSubclassOf<AActor> ElectrocutionActorClass;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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AActor* ElectrocutionActor;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSubclassOf<AActor> EMPDischargeActorClass;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float EMPDiscargeCooldown;
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public:
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ARedeployableSentryGun();
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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UFUNCTION(BlueprintCallable)
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void ToggleOutlineAndIcon(bool Visible);
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UFUNCTION(BlueprintCallable)
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void SetSentryGunOwner(APlayerCharacter* Character);
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protected:
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void ReceiveOnStateChanged();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void ReceiveOnSentryGunOwnerChanged();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void ReceiveOnDismantled();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void ReceiveOnDismantle();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void ReceiveOnDeployed();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void ReceiveOnDeploy();
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UFUNCTION(BlueprintCallable)
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void OnRep_State(ERedeployableSentryGunState oldState);
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UFUNCTION(BlueprintCallable)
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void OnRep_SentryGunOwner();
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UFUNCTION(BlueprintCallable)
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void OnElectrocutionActorDestroyed(AActor* Actor);
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public:
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool GetIsDismantled() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool GetIsDeployed() const;
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protected:
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UFUNCTION(BlueprintCallable, BlueprintPure)
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float GetAnimDuration(USkeletalMeshComponent* Mesh);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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void DismantleFinished();
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public:
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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void Dismantle();
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protected:
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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void DeployFinished();
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public:
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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void Deploy();
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, BlueprintImplementableEvent)
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void ActivateSpecialAttack();
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};
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