Cleanup RandomWeaponParameters
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@ -30,11 +30,6 @@ FWeaponProperties URandomWeaponParameters::GenerateRandomWeaponProperties()
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return weaponProperties;
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}
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AWeapon URandomWeaponParameters::GenerateWeapon()
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{
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return AWeapon();
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}
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USkeletalMesh* URandomWeaponParameters::PickRandomMesh()
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{
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// TODO: CHANGE THIS, THIS IS BAD, THIS IS TEMPORARY, GOOD GOD WHY
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@ -18,52 +18,52 @@ class NAKATOMI_API URandomWeaponParameters : public UActorComponent
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Cooldown", DisplayName = "Min")
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Cooldown", DisplayName = "Min", meta = ( ClampMin = "0", ClampMax = "5" ))
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float CooldownMin = 0.1f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Cooldown", DisplayName = "Max")
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Cooldown", DisplayName = "Max", meta = ( ClampMin = "0", ClampMax = "5"))
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float CooldownMax = 2.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Damage", DisplayName = "Min")
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Damage", DisplayName = "Min", meta = ( ClampMin = "0" ))
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float DamageMin = 10.f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Damage", DisplayName = "Max")
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Damage", DisplayName = "Max", meta = ( ClampMin = "0"))
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float DamageMax = 10.f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Change Time", DisplayName = "Min")
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Change Time", DisplayName = "Min", meta = ( ClampMin = "0", ClampMax = "5" ))
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float ChangeTimeMin = 0.1f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Change Time", DisplayName = "Max")
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Change Time", DisplayName = "Max", meta = ( ClampMin = "0", ClampMax = "5" ))
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float ChangeTimeMax = 2.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Max Ammo", DisplayName = "Min")
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Max Ammo", DisplayName = "Min", meta = ( ClampMin = "0" ))
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int MaxAmmoMin = 4;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Max Ammo", DisplayName = "Max")
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Max Ammo", DisplayName = "Max", meta = ( ClampMin = "0" ))
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int MaxAmmoMax = 200;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Default Ammo", DisplayName = "Min")
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Default Ammo", DisplayName = "Min", meta = ( ClampMin = "0" ))
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int DefaultAmmoMin = 4;
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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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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Projectile Per Shot", DisplayName = "Min")
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int ProjectilePerShotMin = 4;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Projectile Per Shot", DisplayName = "Min", meta = ( ClampMin = "0", ClampMax = "50" ))
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int ProjectilePerShotMin = 1;
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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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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Projectile Per Shot", DisplayName = "Max", meta = ( ClampMin = "0", ClampMax = "50" ))
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int ProjectilePerShotMax = 20;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Projectile Range", DisplayName = "Min")
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Projectile Range", DisplayName = "Min", meta = ( ClampMin = "0", ClampMax = "1000000" ))
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float ProjectileRangeMin = 100.f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Projectile Range", DisplayName = "Max")
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Projectile Range", DisplayName = "Max", meta = ( ClampMin = "0", ClampMax = "1000000" ))
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float ProjectileRangeMax = 25000.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Weapon Spread", DisplayName = "Min")
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Weapon Spread", DisplayName = "Min", meta = ( ClampMin = "0", ClampMax = "360" ))
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float WeaponSpreadMin = 0.f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Weapon Spread", DisplayName = "Max")
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Weapon Spread", DisplayName = "Max", meta = ( ClampMin = "0", ClampMax = "360" ))
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float WeaponSpreadMax = 15.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Is Automatic")
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