56 lines
1.7 KiB
C++
Executable file
56 lines
1.7 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 "GameFramework/Actor.h"
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#include "DecalData.h"
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#include "StickyFlame.generated.h"
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class UAudioComponent;
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class UParticleSystemComponent;
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class UStatusEffectTriggerComponent;
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UCLASS(Blueprintable)
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class AStickyFlame : public AActor {
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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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UParticleSystemComponent* FlameParticles;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UAudioComponent* audio;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UStatusEffectTriggerComponent* StatusTriggerComponent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FDecalData Decal;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float FlameLifetime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float FlameExtinguishTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FVector2D RandomTimeRangeFactor;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float AudioFadeOutTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_IsActive, meta=(AllowPrivateAccess=true))
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bool IsActive;
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public:
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AStickyFlame();
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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protected:
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UFUNCTION(BlueprintCallable)
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void OnRep_IsActive();
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UFUNCTION(BlueprintCallable)
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void OnExtinguisFlame();
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};
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