Init
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32
Source/FireworkDuels/WickComponent.h
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32
Source/FireworkDuels/WickComponent.h
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Components/SplineMeshComponent.h"
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#include "Kismet/KismetMathLibrary.h"
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#include "NiagaraComponent.h"
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#include "Materials/MaterialInstanceDynamic.h"
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#include "WickComponent.generated.h"
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UCLASS()
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class FIREWORKDUELS_API UWickComponent : public USplineMeshComponent
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{
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GENERATED_BODY()
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protected:
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// Called when the game starts
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virtual void BeginPlay() override;
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public:
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UPROPERTY()
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UNiagaraComponent* EmitterReference;
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UPROPERTY()
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UMaterialInstanceDynamic* DynamicMaterialReference;
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// This function calculates new position of where the wick is currently burning.
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UFUNCTION(BlueprintCallable)
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FTransform UpdateWickBurnEffects(float Alpha);
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};
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