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