Nakatomi/Source/Nakatomi/ExplosiveActor.h

52 lines
1.1 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "CollisionShape.h"
#include "GameFramework/Actor.h"
#include "HealthComponent.h"
#include "NakatomiFieldSystemActor.h"
#include "ExplosiveActor.generated.h"
UCLASS()
class NAKATOMI_API AExplosiveActor : public AActor
{
GENERATED_BODY()
protected:
UPROPERTY(EditDefaultsOnly)
UStaticMeshComponent* StaticMeshComponent;
UPROPERTY(EditDefaultsOnly)
USoundBase* ExplosionSound;
UPROPERTY(EditDefaultsOnly)
TSubclassOf<class ANakatomiFieldSystemActor> FieldSystemActor;
UPROPERTY(EditDefaultsOnly)
UParticleSystem* ExplosionParticleSystem;
UPROPERTY(EditDefaultsOnly)
float ExplosionRadius = 500.f;
UPROPERTY(EditDefaultsOnly)
float MaxDamage = 150.f;
private:
UPROPERTY(VisibleDefaultsOnly)
UHealthComponent* HealthComponent = nullptr;
public:
// Sets default values for this actor's properties
AExplosiveActor();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
UFUNCTION()
void Explode();
};