From 8b89f8e85179aa02f5430e1237908dc63e627205 Mon Sep 17 00:00:00 2001 From: Louis Hobbs Date: Sun, 12 Feb 2023 21:27:53 +0000 Subject: [PATCH] Cleanup RandomWeaponParameters --- Source/Nakatomi/RandomWeaponParameters.cpp | 5 ---- Source/Nakatomi/RandomWeaponParameters.h | 34 +++++++++++----------- 2 files changed, 17 insertions(+), 22 deletions(-) diff --git a/Source/Nakatomi/RandomWeaponParameters.cpp b/Source/Nakatomi/RandomWeaponParameters.cpp index ddaaf8b..f719065 100644 --- a/Source/Nakatomi/RandomWeaponParameters.cpp +++ b/Source/Nakatomi/RandomWeaponParameters.cpp @@ -30,11 +30,6 @@ FWeaponProperties URandomWeaponParameters::GenerateRandomWeaponProperties() return weaponProperties; } -AWeapon URandomWeaponParameters::GenerateWeapon() -{ - return AWeapon(); -} - USkeletalMesh* URandomWeaponParameters::PickRandomMesh() { // TODO: CHANGE THIS, THIS IS BAD, THIS IS TEMPORARY, GOOD GOD WHY diff --git a/Source/Nakatomi/RandomWeaponParameters.h b/Source/Nakatomi/RandomWeaponParameters.h index eef7f5b..8ecdd28 100644 --- a/Source/Nakatomi/RandomWeaponParameters.h +++ b/Source/Nakatomi/RandomWeaponParameters.h @@ -18,52 +18,52 @@ class NAKATOMI_API URandomWeaponParameters : public UActorComponent GENERATED_BODY() public: - UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Cooldown", DisplayName = "Min") + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Cooldown", DisplayName = "Min", meta = ( ClampMin = "0", ClampMax = "5" )) float CooldownMin = 0.1f; - UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Cooldown", DisplayName = "Max") + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Cooldown", DisplayName = "Max", meta = ( ClampMin = "0", ClampMax = "5")) float CooldownMax = 2.0f; - UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Damage", DisplayName = "Min") + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Damage", DisplayName = "Min", meta = ( ClampMin = "0" )) float DamageMin = 10.f; - UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Damage", DisplayName = "Max") + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Damage", DisplayName = "Max", meta = ( ClampMin = "0")) float DamageMax = 10.f; - UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Change Time", DisplayName = "Min") + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Change Time", DisplayName = "Min", meta = ( ClampMin = "0", ClampMax = "5" )) float ChangeTimeMin = 0.1f; - UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Change Time", DisplayName = "Max") + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Change Time", DisplayName = "Max", meta = ( ClampMin = "0", ClampMax = "5" )) float ChangeTimeMax = 2.0f; - UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Max Ammo", DisplayName = "Min") + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Max Ammo", DisplayName = "Min", meta = ( ClampMin = "0" )) int MaxAmmoMin = 4; - UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Max Ammo", DisplayName = "Max") + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Max Ammo", DisplayName = "Max", meta = ( ClampMin = "0" )) int MaxAmmoMax = 200; - UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Default Ammo", DisplayName = "Min") + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Default Ammo", DisplayName = "Min", meta = ( ClampMin = "0" )) int DefaultAmmoMin = 4; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Default Ammo", DisplayName = "Max") int DefaultAmmoMax = 200; - UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Projectile Per Shot", DisplayName = "Min") - int ProjectilePerShotMin = 4; + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Projectile Per Shot", DisplayName = "Min", meta = ( ClampMin = "0", ClampMax = "50" )) + int ProjectilePerShotMin = 1; - UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Projectile Per Shot", DisplayName = "Max") - int ProjectilePerShotMax = 200; + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Projectile Per Shot", DisplayName = "Max", meta = ( ClampMin = "0", ClampMax = "50" )) + int ProjectilePerShotMax = 20; - UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Projectile Range", DisplayName = "Min") + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Projectile Range", DisplayName = "Min", meta = ( ClampMin = "0", ClampMax = "1000000" )) float ProjectileRangeMin = 100.f; - UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Projectile Range", DisplayName = "Max") + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Projectile Range", DisplayName = "Max", meta = ( ClampMin = "0", ClampMax = "1000000" )) float ProjectileRangeMax = 25000.0f; - UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Weapon Spread", DisplayName = "Min") + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Weapon Spread", DisplayName = "Min", meta = ( ClampMin = "0", ClampMax = "360" )) float WeaponSpreadMin = 0.f; - UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Weapon Spread", DisplayName = "Max") + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Weapon Spread", DisplayName = "Max", meta = ( ClampMin = "0", ClampMax = "360" )) float WeaponSpreadMax = 15.0f; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Is Automatic")