2025-07-29 22:06:42 +01:00

103 lines
2.8 KiB
C++

// Louis Hobbs | 2024-2025
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "UnrealClient.h"
#include "Weapon.generated.h"
class UBoxComponent;
class UPaperSprite;
class UWeaponDataAsset;
UCLASS()
class VAMPIRES_API AWeapon : public AActor
{
GENERATED_BODY()
protected:
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Weapon | Information")
FText Name;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Weapon | Information")
FText Description;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Weapon | Information")
TObjectPtr<UTexture2D> Icon;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Weapon | Properties")
TObjectPtr<USoundBase> WeaponActivatedSoundBase = nullptr;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Weapon | Properties")
float WeaponCooldown = 1.0f;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Weapon | Properties")
float Damage;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Weapon | Properties")
bool FollowPlayer = true;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Weapon | Upgrades")
TArray<FText> UpgradeDescriptions;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Weapon | Upgrades")
int MaxLevel = 0;
UPROPERTY()
TObjectPtr<UBoxComponent> BoxComponent = nullptr;
TArray<TObjectPtr<AActor>> OverlappedEnemies = TArray<TObjectPtr<AActor>>();
int CurrentLevel = 0;
private:
FTimerHandle WeaponTimerHandle;
protected:
// Sets default values for this actor's
AWeapon();
public:
UFUNCTION(BlueprintNativeEvent)
bool UpgradeWeapon();
virtual bool UpgradeWeapon_Implementation();
FText GetWeaponName() const { return Name; }
FText GetDescription() const { return Description; }
TObjectPtr<UTexture2D> GetIcon() const { return Icon; }
float GetDamage() const { return Damage; }
bool GetFollowPlayer() const { return FollowPlayer; }
TArray<FText> GetUpgradeDescriptions() const { return UpgradeDescriptions; }
int GetWeaponLevel() const { return CurrentLevel; }
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
void ResetWeaponTimer();
UFUNCTION(BlueprintNativeEvent)
void FireWeaponAction();
virtual void FireWeaponAction_Implementation();
UFUNCTION()
virtual void OnWeaponBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnWeaponEndOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
private:
void ResizeBoxComponent(FViewport* Viewport, uint32 Unused);
};