52 lines
1.1 KiB
C++
52 lines
1.1 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 "CollisionShape.h"
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#include "GameFramework/Actor.h"
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#include "HealthComponent.h"
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#include "NakatomiFieldSystemActor.h"
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#include "ExplosiveActor.generated.h"
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UCLASS()
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class NAKATOMI_API AExplosiveActor : 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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UStaticMeshComponent* StaticMeshComponent;
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UPROPERTY(EditDefaultsOnly)
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USoundBase* ExplosionSound;
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UPROPERTY(EditDefaultsOnly)
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TSubclassOf<class ANakatomiFieldSystemActor> FieldSystemActor;
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UPROPERTY(EditDefaultsOnly)
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UParticleSystem* ExplosionParticleSystem;
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UPROPERTY(EditDefaultsOnly)
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float ExplosionRadius = 500.f;
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UPROPERTY(EditDefaultsOnly)
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float MaxDamage = 150.f;
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private:
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UPROPERTY(VisibleDefaultsOnly)
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UHealthComponent* HealthComponent = nullptr;
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public:
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// Sets default values for this actor's properties
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AExplosiveActor();
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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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UFUNCTION()
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void Explode();
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};
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