94 lines
2.4 KiB
C++
94 lines
2.4 KiB
C++
// Louis Hobbs | 2024-2025
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Actor.h"
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#include "UnrealClient.h"
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#include "Weapon.generated.h"
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class UBoxComponent;
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class UPaperSprite;
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class UWeaponDataAsset;
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UCLASS()
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class VAMPIRES_API AWeapon : public AActor
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
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FText Name;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
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FText Description;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
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TObjectPtr<UTexture2D> Icon;
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UPROPERTY(EditDefaultsOnly, Category = "Weapon Properties")
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TObjectPtr<USoundBase> WeaponActivatedSoundBase = nullptr;
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UPROPERTY(EditDefaultsOnly, Category = "Weapon Properties")
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TObjectPtr<UPaperSprite> WeaponSprite = nullptr;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
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float WeaponCooldown = 1.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
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float Damage;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
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TArray<FText> UpgradeDescriptions;
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int CurrentLevel = 0;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
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bool FollowPlayer = true;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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int MaxLevel = 0;
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protected:
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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TObjectPtr<UBoxComponent> BoxComponent = nullptr;
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TArray<TObjectPtr<AActor>> OverlappedEnemies = TArray<TObjectPtr<AActor>>();
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private:
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FTimerHandle WeaponTimerHandle;
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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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void ResetWeaponTimer();
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public:
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UFUNCTION(BlueprintNativeEvent)
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void FireWeaponAction();
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virtual void FireWeaponAction_Implementation();
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UFUNCTION(BlueprintNativeEvent)
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bool UpgradeWeapon();
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virtual bool UpgradeWeapon_Implementation();
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UFUNCTION()
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virtual void OnWeaponBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep,
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const FHitResult& SweepResult);
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UFUNCTION()
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virtual void OnWeaponEndOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp,
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int32 OtherBodyIndex);
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private:
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void ResizeBoxComponent(FViewport* Viewport, uint32 unused);
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};
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