88 lines
3 KiB
C++
Executable file
88 lines
3 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 "AnimatedItem.h"
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#include "Templates/SubclassOf.h"
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#include "Upgradable.h"
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#include "ThrowableItem.generated.h"
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class AActor;
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class AItem;
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class AThrowableActor;
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class UAnimMontage;
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class UItemUpgrade;
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UCLASS(Blueprintable)
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class AThrowableItem : public AAnimatedItem, public IUpgradable {
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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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TSubclassOf<AThrowableActor> ThrowableClass;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimMontage* FPThrowMontage;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UAnimMontage* TPThrowMontage;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float ThrowVelocity;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float InheritOwnerVelocityScale;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float ThrowAngle;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float CooldownAfterThrow;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool CanThrowBeforeEquipAnimFinish;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float CooldownAfterEquip;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float ThrowDelay;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FVector ThrowOffset;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
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float CooldownLeft;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<UItemUpgrade*> upgrades;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSubclassOf<AItem> LoadoutItem;
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UPROPERTY(EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<TWeakObjectPtr<AThrowableActor>> ThrownActors;
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public:
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AThrowableItem();
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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protected:
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UFUNCTION(BlueprintCallable, NetMulticast, Unreliable)
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void Simulate_Throw(TSubclassOf<AThrowableActor> ActorClass);
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UFUNCTION(BlueprintCallable, Reliable, Server)
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void Server_Throw(TSubclassOf<AThrowableActor> ActorClass, const FVector& Location);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void ReceiveItemThrown(AThrowableActor* thrownActor);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void ReceiveItemSpawned(AThrowableActor* thrownActor);
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UFUNCTION(BlueprintCallable)
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void OnThrownActorDestroyed(AActor* Actor);
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// Fix for true pure virtual functions not being implemented
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};
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