115 lines
4.6 KiB
C++
115 lines
4.6 KiB
C++
// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Weapon.h"
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#include "WeaponProperties.h"
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#include "WeaponPickup.h"
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#include "RandomWeaponParameters.generated.h"
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/**
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*
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*/
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UCLASS(Blueprintable)
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class NAKATOMI_API URandomWeaponParameters : public UActorComponent
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Cooldown", DisplayName = "Min",
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meta = ( ClampMin = "0", ClampMax = "5" ))
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float CooldownMin = 0.1f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Cooldown", DisplayName = "Max",
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meta = ( ClampMin = "0", ClampMax = "5"))
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float CooldownMax = 2.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Damage", DisplayName = "Min",
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meta = ( ClampMin = "0" ))
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float DamageMin = 10.f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Damage", DisplayName = "Max",
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meta = ( ClampMin = "0"))
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float DamageMax = 10.f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Change Time", DisplayName = "Min",
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meta = ( ClampMin = "0", ClampMax = "5" ))
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float ChangeTimeMin = 0.1f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Change Time", DisplayName = "Max",
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meta = ( ClampMin = "0", ClampMax = "5" ))
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float ChangeTimeMax = 2.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Max Ammo", DisplayName = "Min",
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meta = ( ClampMin = "0" ))
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int MaxAmmoMin = 4;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Max Ammo", DisplayName = "Max",
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meta = ( ClampMin = "0" ))
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int MaxAmmoMax = 200;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Default Ammo", DisplayName = "Min",
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meta = ( ClampMin = "0" ))
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int DefaultAmmoMin = 4;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Default Ammo", DisplayName = "Max")
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int DefaultAmmoMax = 200;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Projectile Per Shot",
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DisplayName = "Min", meta = ( ClampMin = "0", ClampMax = "50" ))
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int ProjectilePerShotMin = 1;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Projectile Per Shot",
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DisplayName = "Max", meta = ( ClampMin = "0", ClampMax = "50" ))
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int ProjectilePerShotMax = 20;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Projectile Range",
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DisplayName = "Min", meta = ( ClampMin = "0", ClampMax = "1000000" ))
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float ProjectileRangeMin = 100.f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Projectile Range",
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DisplayName = "Max", meta = ( ClampMin = "0", ClampMax = "1000000" ))
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float ProjectileRangeMax = 25000.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Weapon Spread",
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DisplayName = "Min", meta = ( ClampMin = "0", ClampMax = "360" ))
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float WeaponSpreadMin = 0.f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Weapon Spread",
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DisplayName = "Max", meta = ( ClampMin = "0", ClampMax = "360" ))
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float WeaponSpreadMax = 15.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|ADS Weapon Spread Multiplier",
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DisplayName = "Min", meta = (ClampMin = "0", ClampMax = "360"))
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float ADSWeaponSpreadMulMin = 0.f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|ADS Weapon Spread Multiplier",
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DisplayName = "Max", meta = (ClampMin = "0", ClampMax = "360"))
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float ADSWeaponSpreadMulMax = 1.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Is Automatic")
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bool IsAutomaticOverride = false;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Meshes")
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TArray<USkeletalMesh*> WeaponMesh;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Fire Sounds")
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TArray<USoundBase*> FireSound;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Field System Actor")
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TArray<TSubclassOf<class ANakatomiFieldSystemActor>> FieldSystemActor;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Decal Actor")
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TArray<TSubclassOf<class ADecalActor>> DecalActor;
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FWeaponProperties GenerateRandomWeaponProperties();
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USkeletalMesh* PickRandomMesh();
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USoundBase* PickRandomSoundBase();
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TSubclassOf<class ANakatomiFieldSystemActor> PickRandomFieldSystem();
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};
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