Nakatomi/Source/Nakatomi/WeaponProperties.h

47 lines
1.3 KiB
C

// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "WeaponProperties.generated.h"
/**
*
*/
USTRUCT(BlueprintType)
struct FWeaponProperties
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
float WeaponCooldown = 1.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
float WeaponDamage = 10;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
float WeaponChangeTime = 2.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
int MaxAmmo = 1;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
int DefaultAmmo = 1;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
int ProjectilesPerShot = 1;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
float ProjectileRange = 10000.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
float WeaponSpread = 2.5f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
float ADSWeaponSpreadMultiplier = 0.5f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
bool IsAutomatic = true;
};