98 lines
3.3 KiB
C++
Executable file
98 lines
3.3 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 "EventParticipant.h"
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#include "FSDPawn.h"
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#include "TowerEventModule.generated.h"
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class ATowerEventModule;
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class UArmorHealthDamageComponent;
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class UEnemyHealthComponent;
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class UParticleSystem;
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class UParticleSystemComponent;
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class USceneComponent;
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class USkeletalMesh;
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class USkeletalMeshComponent;
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class USoundCue;
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class UStaticMesh;
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class UStaticMeshComponent;
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class UWeakpointGlowComponent;
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UCLASS(Blueprintable)
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class FSD_API ATowerEventModule : public AFSDPawn, public IEventParticipant {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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USceneComponent* Root;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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USkeletalMeshComponent* Mesh;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UEnemyHealthComponent* Health;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UArmorHealthDamageComponent* ArmorDamage;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UWeakpointGlowComponent* WeakpointGlow;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UParticleSystemComponent* SmokeParticles;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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FRotator MainBodyRotation;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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USkeletalMesh* DestroyedMesh;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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USoundCue* ExplosionSound;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UParticleSystem* ExplosionEffect;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
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ATowerEventModule* PreviousModule;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
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ATowerEventModule* NextModule;
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private:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UStaticMesh* ArmorMesh;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 ArmorPieces;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float ArmorLifetime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float ArmorPopForce;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float ArmorShedDelay;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
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TArray<UStaticMeshComponent*> ArmorMeshes;
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public:
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ATowerEventModule();
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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protected:
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnAttack();
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UFUNCTION(BlueprintCallable)
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void HideArmorPlates();
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UFUNCTION(BlueprintCallable)
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void DestroyArmor();
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// Fix for true pure virtual functions not being implemented
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};
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