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