Nakatomi/Source/Nakatomi/Throwable.h

40 lines
1.0 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "ExplosiveActor.h"
#include "Throwable.generated.h"
UCLASS()
class NAKATOMI_API AThrowable : public AExplosiveActor
{
GENERATED_BODY()
public:
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, meta = (ClampMin = "0.0"))
float ImpulseForce = 10000.f;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, meta = (ClampMin = "0.0", ClampMax = "1.0"))
float ImpulseAngle = 0.5f;
protected:
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
USphereComponent* SphereComponent;
public:
// Sets default values for this actor's properties
AThrowable();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
UFUNCTION()
virtual void OnOverlapBegin(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp,
FVector NormalImpulse, const FHitResult& Hit);
USphereComponent* GetSphereComponent() const { return SphereComponent; }
};