Change RandomWeaponParameters from UObject to UActorComponent

This commit is contained in:
Louis Hobbs 2023-02-09 23:17:05 +00:00
parent 4582493b8e
commit 66d923f1a9
1 changed files with 21 additions and 21 deletions

View File

@ -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();