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