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

62 lines
2.2 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "UsableComponentBase.h"
#include "ResourceBank.generated.h"
class AFSDGameState;
class APlayerCharacter;
class USoundBase;
UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent))
class UResourceBank : public UUsableComponentBase {
GENERATED_BODY()
public:
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FResourceBankEvent, APlayerCharacter*, User);
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FResourceBankEvent OnBeginDeposite;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FResourceBankEvent OnDepositing;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FResourceBankEvent OnEndDeposite;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
bool OpenForDeposit;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
AFSDGameState* GameState;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float DepositesPerSecond;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float DepositeAmount;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool CanGetStrict;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool AddToTeamInventory;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
USoundBase* AudioBeginDepositing;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
USoundBase* AudioDepositing;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
USoundBase* AudioEndDepositing;
public:
UResourceBank();
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
protected:
UFUNCTION(BlueprintCallable, NetMulticast, Unreliable)
void All_Depositing(APlayerCharacter* Character);
};