Cleanup RandomWeaponParameters

This commit is contained in:
Louis Hobbs 2023-02-12 21:27:53 +00:00
parent 44f69a4355
commit 8b89f8e851
2 changed files with 17 additions and 22 deletions

View File

@ -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

View File

@ -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")