110 lines
2.3 KiB
C++
110 lines
2.3 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 "Engine/DecalActor.h"
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#include "GameFramework/Actor.h"
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#include "NakatomiFieldSystemActor.h"
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#include "WeaponProperties.h"
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#include "WeaponThrowable.h"
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#include "Weapon.generated.h"
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class ANakatomiCharacter;
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class ANakatomiFieldSystemActor;
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UENUM()
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enum WeaponState
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{
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Idle,
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Firing,
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Cooldown,
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Swapping
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};
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UCLASS(Abstract, Blueprintable)
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class NAKATOMI_API AWeapon : public AActor
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{
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GENERATED_BODY()
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protected:
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UPROPERTY(EditDefaultsOnly)
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USkeletalMesh* WeaponSkeletalMesh = nullptr;
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UPROPERTY(EditDefaultsOnly)
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TEnumAsByte<WeaponState> CurrentWeaponStatus;
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UPROPERTY(EditDefaultsOnly)
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FWeaponProperties WeaponProperties;
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UPROPERTY(VisibleAnywhere)
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ANakatomiCharacter* ParentPawn;
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UPROPERTY(EditDefaultsOnly)
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USoundBase* FireSound;
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UPROPERTY(VisibleAnywhere)
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int AmmoCount;
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UPROPERTY(EditDefaultsOnly)
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TSubclassOf<class ANakatomiFieldSystemActor> FieldSystemActor;
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UPROPERTY(EditDefaultsOnly)
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TSubclassOf<class AWeaponThrowable> WeaponThrowableTemplate;
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UPROPERTY(EditDefaultsOnly)
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TSubclassOf<class ADecalActor> DecalActor;
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UPROPERTY(EditDefaultsOnly)
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UParticleSystem* ImpactParticleSystem;
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public:
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// Sets default values for this actor's properties
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AWeapon();
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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public:
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USkeletalMesh* GetSkeletalMesh();
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void SetSkeletalMesh(USkeletalMesh* USkeletalMesh);
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TEnumAsByte<WeaponState>* GetCurrentWeaponStatus();
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void SetCurrentWeaponStatus(TEnumAsByte<WeaponState> NewWeaponStatus);
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FWeaponProperties* GetWeaponProperties();
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void SetWeaponProperties(FWeaponProperties FWeaponProperties);
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ANakatomiCharacter* GetParentPawn();
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void SetParentPawn(ANakatomiCharacter* ANakatomiCharacter);
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USoundBase* GetFireSound();
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void SetFireSound(USoundBase* USoundBase);
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void PlayFireSoundAtLocation(FVector location);
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int GetAmmoCount();
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void SetAmmoCount(int ammoCount);
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void SetAmmoCountToDefault();
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void IncrementAmmoCount(int ammoCount);
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void DecrementAmmoCount(int ammoCount);
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TSubclassOf<class ANakatomiFieldSystemActor> GetFieldSystemActor();
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TSubclassOf<AWeaponThrowable> GetWeaponThrowableTemplate();
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TSubclassOf<class ADecalActor> GetDecalActor();
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UParticleSystem* GetImpactParticleSystem();
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};
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