Add Methods to Pick Weapon Mesh, Sound and Impact Field
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				| @ -36,6 +36,35 @@ AWeapon URandomWeaponParameters::GenerateWeapon() | ||||
| } | ||||
| 
 | ||||
| AWeaponPickup URandomWeaponParameters::GenerateWeaponPickup() | ||||
| USkeletalMesh* URandomWeaponParameters::PickRandomMesh() | ||||
| { | ||||
| 	return AWeaponPickup(); | ||||
| 	// TODO: CHANGE THIS, THIS IS BAD, THIS IS TEMPORARY, GOOD GOD WHY
 | ||||
| 	if (WeaponMesh.Num() == 0) | ||||
| 	{ | ||||
| 		throw; | ||||
| 	} | ||||
| 
 | ||||
| 	return WeaponMesh[FMath::RandRange(0, WeaponMesh.Num() - 1)]; | ||||
| } | ||||
| 
 | ||||
| USoundBase* URandomWeaponParameters::PickRandomSoundBase() | ||||
| { | ||||
| 	// TODO: CHANGE THIS, THIS IS BAD, THIS IS TEMPORARY, GOOD GOD WHY
 | ||||
| 	if (FireSound.Num() == 0) | ||||
| 	{ | ||||
| 		return nullptr; | ||||
| 	} | ||||
| 
 | ||||
| 	return FireSound[FMath::RandRange(0, FireSound.Num() - 1)]; | ||||
| } | ||||
| 
 | ||||
| TSubclassOf<class ANakatomiFieldSystemActor> URandomWeaponParameters::PickRandomFieldSystem() | ||||
| { | ||||
| 	// TODO: CHANGE THIS, THIS IS BAD, THIS IS TEMPORARY, GOOD GOD WHY
 | ||||
| 	if (FieldSystemActor.Num() == 0) | ||||
| 	{ | ||||
| 		throw; | ||||
| 	} | ||||
| 
 | ||||
| 	return FieldSystemActor[FMath::RandRange(0, FieldSystemActor.Num() - 1)]; | ||||
| } | ||||
|  | ||||
| @ -83,4 +83,10 @@ public: | ||||
| 	AWeapon GenerateWeapon(); | ||||
| 
 | ||||
| 	AWeaponPickup GenerateWeaponPickup(); | ||||
| 
 | ||||
| 	USkeletalMesh* PickRandomMesh(); | ||||
| 
 | ||||
| 	USoundBase* PickRandomSoundBase(); | ||||
| 
 | ||||
| 	TSubclassOf<class ANakatomiFieldSystemActor> PickRandomFieldSystem(); | ||||
| }; | ||||
|  | ||||
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