43 lines
1.9 KiB
C++
Executable file
43 lines
1.9 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 "Components/ActorComponent.h"
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#include "SpawnActorDelegateDelegate.h"
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#include "Templates/SubclassOf.h"
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#include "SpawnActorWithDebrisPosComponent.generated.h"
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class AActor;
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class AProceduralSetup;
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class UCurveFloat;
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class UDebrisPositioning;
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UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent))
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class FSD_API USpawnActorWithDebrisPosComponent : public UActorComponent {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float MinDistanceBetweenSpwans;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool AddTerrainPlacementBlockers;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool AvoidImportantLocations;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float MinDistanceToImportantLocations;
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public:
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USpawnActorWithDebrisPosComponent();
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UFUNCTION(BlueprintCallable)
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bool PlaceActorsWithCallback(int32 NumToSpawn, int32 NumToSpawnMin, int32 NumAllowedChecks, TSubclassOf<AActor> SpawnedActorClass, AProceduralSetup* Setup, float Radius, UDebrisPositioning* DebrisPositioning, const TArray<FVector>& locationsToAvoid, UCurveFloat* AvoidCostCurve, FSpawnActorDelegate OnSpawned, FVector CustomLocation);
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UFUNCTION(BlueprintCallable)
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bool PlaceActors(int32 NumToSpawn, int32 NumToSpawnMin, int32 NumAllowedChecks, TSubclassOf<AActor> SpawnedActorClass, AProceduralSetup* Setup, float Radius, UDebrisPositioning* DebrisPositioning, const TArray<FVector>& locationsToAvoid, UCurveFloat* AvoidCostCurve, TArray<AActor*>& OutSpawnedActors, FVector CustomLocation);
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UFUNCTION(BlueprintCallable)
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void AddTerrainPlacement(AActor* Actor, AProceduralSetup* Setup);
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};
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