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

69 lines
2.4 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "Components/AudioComponent.h"
#include "DelegateDelegate.h"
#include "ETerminatorShoutState.h"
#include "TerminatorShoutState.h"
#include "TerminatorTalkMaterial.h"
#include "TerminatorShoutComponent.generated.h"
class UAudioComponent;
class UMeshComponent;
class UPointLightComponent;
class USoundCue;
UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent))
class UTerminatorShoutComponent : public UActorComponent {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FTerminatorShoutState> States;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FDelegate OnShoutStarted;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FDelegate OnShoutEnded;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TArray<FTerminatorTalkMaterial> TalkMaterials;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
UPointLightComponent* TalkLight;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float MaxRadius;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float MaxIntensity;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FName SoundOriginSocket;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UMeshComponent* OwnerMesh;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
UAudioComponent* ShoutInstance;
public:
UTerminatorShoutComponent();
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
void SetShoutState(ETerminatorShoutState State, float delayShout);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnShoutStart();
UFUNCTION(BlueprintCallable)
void OnShoutInstancePlayStateChanged(EAudioComponentPlayState PlayState);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnShoutEnd();
UFUNCTION(BlueprintCallable, NetMulticast, Unreliable)
void All_PlayShout(USoundCue* Shout);
};