Nakatomi/Source/Nakatomi/NakatomiFieldSystemActor.h

59 lines
1.6 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Components/SphereComponent.h"
#include "Field/FieldSystemActor.h"
#include <Field/FieldSystemObjects.h>
#include "Field/FieldSystemComponent.h"
#include "NakatomiFieldSystemActor.generated.h"
/**
*
*/
UCLASS()
class NAKATOMI_API ANakatomiFieldSystemActor : public AFieldSystemActor
{
GENERATED_BODY()
private:
UPROPERTY()
USphereComponent* SphereComponent;
URadialFalloff* RadialFalloff;
URadialVector* RadialVector;
UCullingField* CullingField;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Radial Falloff", Meta = (AllowPrivateAccess = "true"))
float StrainMagnitude = 500.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Radial Falloff", Meta = (AllowPrivateAccess = "true"))
float ForceMagnitude = 500.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Radial Falloff", Meta = (AllowPrivateAccess = "true"))
float MinRange = 0.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Radial Falloff", Meta = (AllowPrivateAccess = "true"))
float MaxRange = 1.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Radial Falloff", Meta = (AllowPrivateAccess = "true"))
float Default = 0.0f;
UPROPERTY(VisibleAnywhere, Category = "Radial Falloff", Meta = (AllowPrivateAccess = "true"))
float Radius = 0.0f;
UPROPERTY(VisibleAnywhere, Category = "Radial Falloff", Meta = (AllowPrivateAccess = "true"))
FVector Position = FVector::ZeroVector;
public:
ANakatomiFieldSystemActor();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
};