// 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 Item1; UPROPERTY(EditAnywhere, BlueprintReadWrite) TEnumAsByte 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); };