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

101 lines
3.3 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "AttackingPointInterface.h"
#include "DelegateDelegate.h"
#include "ETerminatorTentacleState.h"
#include "TentacleBase.h"
#include "TerminatorTarget.h"
#include "TriggerAI.h"
#include "TerminatorTentacle.generated.h"
class AActor;
class UAnimMontage;
class UAnimSequenceBase;
class UGrabberComponent;
class UHealthComponentBase;
class USkeletalMeshComponent;
UCLASS(Blueprintable)
class FSD_API ATerminatorTentacle : public ATentacleBase, public ITriggerAI, public IAttackingPointInterface {
GENERATED_BODY()
public:
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FDelegate OnTentacleStateChangedEvent;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimSequenceBase* FlairAnimation;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float MinFlairAnimCooldown;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float MaxFlairAnimationCooldown;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float SwaySpeed;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool Extended;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<UAnimMontage*> HitReactions;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_TentacleState, meta=(AllowPrivateAccess=true))
ETerminatorTentacleState TentacleState;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
USkeletalMeshComponent* HeadMesh;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UGrabberComponent* GrabberComponent;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_DesiredTarget, meta=(AllowPrivateAccess=true))
FTerminatorTarget DesiredTarget;
public:
ATerminatorTentacle();
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
protected:
UFUNCTION(BlueprintCallable)
void PlayHitReaction(float Amount);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnStateChanged(ETerminatorTentacleState NewState);
UFUNCTION(BlueprintCallable)
void OnRep_TentacleState();
UFUNCTION(BlueprintCallable)
void OnRep_DesiredTarget();
public:
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnHeadExitedTerrain();
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnHeadEnteredTerrain();
protected:
UFUNCTION(BlueprintCallable)
void OnGrabbedActorReleased(AActor* Actor, bool fullGrabElapsed);
UFUNCTION(BlueprintCallable)
void OnDeathEvent(UHealthComponentBase* EnemyHealth);
public:
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
void MoveToGrabTarget(AActor* Target, float grabDuration);
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
void ChangeTentacleState(ETerminatorTentacleState NewState);
protected:
UFUNCTION(BlueprintCallable, NetMulticast, Unreliable)
void All_PlayFlairAnimation();
// Fix for true pure virtual functions not being implemented
};