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2023-06-12 22:46:06 +02:00
commit 25559b81e3
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// All rights reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "Components/StaticMeshComponent.h"
#include "CustomDataTypes.h"
#include "FireworkBase.h"
#include "InventoryCrate.generated.h"
UCLASS()
class FIREWORKDUELS_API AInventoryCrate : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AInventoryCrate();
UPROPERTY(EditAnywhere, BlueprintReadWrite)
UStaticMeshComponent* StaticMesh;
UPROPERTY(EditAnywhere, BlueprintReadOnly)
UStaticMeshComponent* ItemMesh1;
UPROPERTY(EditAnywhere, BlueprintReadOnly)
UStaticMeshComponent* ItemMesh2;
UPROPERTY(EditAnywhere, BlueprintReadOnly)
bool Show1 = true;
UPROPERTY(EditAnywhere, BlueprintReadOnly)
bool Show2 = true;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TEnumAsByte<Firework> Item1;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TEnumAsByte<Firework> Item2;
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
UFUNCTION()
void FloatItemMeshes(float DeltaTime);
};