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2023-06-12 22:46:06 +02:00
commit 25559b81e3
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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "Components/StaticMeshComponent.h"
#include "Engine/StaticMesh.h"
#include "Animation/AnimSequenceBase.h"
#include "PickableObject.generated.h"
UCLASS()
class FIREWORKDUELS_API APickableObject : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
APickableObject();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
UStaticMesh* Mesh;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
UStaticMeshComponent* StaticMesh;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
bool CanBeGrabbed;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
UAnimSequenceBase* GrabAnimMod;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
FTransform InventoryAdditionalTransform;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
bool IsHeld;
UFUNCTION(BlueprintImplementableEvent, BlueprintCallable)
void OnUsed();
UFUNCTION(BlueprintImplementableEvent, BlueprintCallable)
void OnEndUsed();
UFUNCTION(BlueprintImplementableEvent)
void ThrowEffects();
};