Change RandomWeaponParameters from UObject to UActorComponent
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				| @ -13,69 +13,69 @@ | |||||||
|  *  |  *  | ||||||
|  */ |  */ | ||||||
| UCLASS(Blueprintable) | UCLASS(Blueprintable) | ||||||
| class NAKATOMI_API URandomWeaponParameters : public UObject | class NAKATOMI_API URandomWeaponParameters : public UActorComponent | ||||||
| { | { | ||||||
| 	GENERATED_BODY() | 	GENERATED_BODY() | ||||||
| 
 | 
 | ||||||
| public: | public: | ||||||
| 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Cooldown") | 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Cooldown", DisplayName = "Min") | ||||||
| 	float CooldownMin = 0.1f; | 	float CooldownMin = 0.1f; | ||||||
| 
 | 
 | ||||||
| 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Cooldown") | 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Cooldown", DisplayName = "Max") | ||||||
| 	float CooldownMax = 2.0f; | 	float CooldownMax = 2.0f; | ||||||
| 
 | 
 | ||||||
| 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Damage") | 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Damage", DisplayName = "Min") | ||||||
| 	float DamageMin = 10.f; | 	float DamageMin = 10.f; | ||||||
| 
 | 
 | ||||||
| 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Damage") | 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Damage", DisplayName = "Max") | ||||||
| 	float DamageMax = 10.f; | 	float DamageMax = 10.f; | ||||||
| 
 | 
 | ||||||
| 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Change Time") | 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Change Time", DisplayName = "Min") | ||||||
| 	float ChangeTimeMin = 0.1f; | 	float ChangeTimeMin = 0.1f; | ||||||
| 
 | 
 | ||||||
| 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Change Time") | 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Change Time", DisplayName = "Max") | ||||||
| 	float ChangeTimeMax = 2.0f; | 	float ChangeTimeMax = 2.0f; | ||||||
| 
 | 
 | ||||||
| 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Max Ammo") | 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Max Ammo", DisplayName = "Min") | ||||||
| 	int MaxAmmoMin = 4; | 	int MaxAmmoMin = 4; | ||||||
| 
 | 
 | ||||||
| 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Max Ammo") | 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Max Ammo", DisplayName = "Max") | ||||||
| 	int MaxAmmoMax = 200; | 	int MaxAmmoMax = 200; | ||||||
| 	 | 	 | ||||||
| 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Default Ammo") | 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Default Ammo", DisplayName = "Min") | ||||||
| 	int DefaultAmmoMin = 4; | 	int DefaultAmmoMin = 4; | ||||||
| 	 | 	 | ||||||
| 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Default Ammo") | 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Default Ammo", DisplayName = "Max") | ||||||
| 	int DefaultAmmoMax = 200; | 	int DefaultAmmoMax = 200; | ||||||
| 
 | 
 | ||||||
| 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Projectile Per Shot") | 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Projectile Per Shot", DisplayName = "Min") | ||||||
| 	int ProjectilePerShotMin = 4; | 	int ProjectilePerShotMin = 4; | ||||||
| 
 | 
 | ||||||
| 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Projectile Per Shot") | 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Projectile Per Shot", DisplayName = "Max") | ||||||
| 	int ProjectilePerShotMax = 200; | 	int ProjectilePerShotMax = 200; | ||||||
| 
 | 
 | ||||||
| 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Projectile Range") | 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Projectile Range", DisplayName = "Min") | ||||||
| 	float ProjectileRangeMin = 100.f; | 	float ProjectileRangeMin = 100.f; | ||||||
| 
 | 
 | ||||||
| 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Projectile Range") | 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Projectile Range", DisplayName = "Max") | ||||||
| 	float ProjectileRangeMax = 25000.0f; | 	float ProjectileRangeMax = 25000.0f; | ||||||
| 
 | 
 | ||||||
| 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Spread") | 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Weapon Spread", DisplayName = "Min") | ||||||
| 	float WeaponSpreadMin = 0.f; | 	float WeaponSpreadMin = 0.f; | ||||||
| 
 | 
 | ||||||
| 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Spread") | 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Weapon Spread", DisplayName = "Max") | ||||||
| 	float WeaponSpreadMax = 15.0f; | 	float WeaponSpreadMax = 15.0f; | ||||||
| 	 | 	 | ||||||
| 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Is Automatic") | 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Is Automatic") | ||||||
| 	bool IsAutomaticOverride = false; | 	bool IsAutomaticOverride = false; | ||||||
| 
 | 
 | ||||||
| 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Meshes") | 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Meshes") | ||||||
| 	TArray<USkeletalMesh*> WeaponMesh; | 	TArray<USkeletalMesh*> WeaponMesh; | ||||||
| 
 | 
 | ||||||
| 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Fire Sounds") | 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Fire Sounds") | ||||||
| 	TArray<USoundBase*> FireSound; | 	TArray<USoundBase*> FireSound; | ||||||
| 
 | 
 | ||||||
| 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Field System Actor") | 	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Field System Actor") | ||||||
| 	TArray<TSubclassOf<class ANakatomiFieldSystemActor>> FieldSystemActor; | 	TArray<TSubclassOf<class ANakatomiFieldSystemActor>> FieldSystemActor; | ||||||
| 
 | 
 | ||||||
| 	FWeaponProperties GenerateRandomWeaponProperties(); | 	FWeaponProperties GenerateRandomWeaponProperties(); | ||||||
|  | |||||||
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