83 lines
2.7 KiB
C++
Executable file
83 lines
2.7 KiB
C++
Executable file
#pragma once
|
|
#include "CoreMinimal.h"
|
|
#include "UObject/NoExportTypes.h"
|
|
#include "EGuntowerModuleState.h"
|
|
#include "EventParticipant.h"
|
|
#include "FSDPawn.h"
|
|
#include "TowerModuleBase.generated.h"
|
|
|
|
class UEnemyHealthComponent;
|
|
class UParticleSystem;
|
|
class USceneComponent;
|
|
class USkeletalMesh;
|
|
class USkeletalMeshComponent;
|
|
class USoundCue;
|
|
class UStaticMeshComponent;
|
|
|
|
UCLASS(Blueprintable)
|
|
class ATowerModuleBase : public AFSDPawn, public IEventParticipant {
|
|
GENERATED_BODY()
|
|
public:
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
|
|
USceneComponent* Root;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
|
|
USkeletalMeshComponent* ModuleMesh;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
|
|
TArray<UStaticMeshComponent*> ArmorPlates;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
|
|
UEnemyHealthComponent* Health;
|
|
|
|
protected:
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
|
|
FRotator ModuleRotation;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
USkeletalMesh* DestroyedMesh;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
USoundCue* deathSound;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
UParticleSystem* deathParticles;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float ArmorLaunchPower;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float HideArmorTime;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float ModuleRotationSpeed;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
bool ConstantRotation;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_State, meta=(AllowPrivateAccess=true))
|
|
EGuntowerModuleState State;
|
|
|
|
public:
|
|
ATowerModuleBase();
|
|
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
|
|
|
|
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
|
|
void SetState(EGuntowerModuleState NewState);
|
|
|
|
protected:
|
|
UFUNCTION(BlueprintCallable)
|
|
void OnRep_State(EGuntowerModuleState prevState);
|
|
|
|
private:
|
|
UFUNCTION(BlueprintCallable)
|
|
void HideArmorPlates();
|
|
|
|
protected:
|
|
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
|
|
void DoAttack();
|
|
|
|
|
|
// Fix for true pure virtual functions not being implemented
|
|
};
|
|
|