// Fill out your copyright notice in the Description page of Project Settings. #pragma once #include "CoreMinimal.h" #include "Components/SphereComponent.h" #include "Components/StaticMeshComponent.h" #include "CustomDataTypes.h" #include "GameFramework/Actor.h" #include "InventoryItem.generated.h" UCLASS() class FIREWORKDUELS_API AInventoryItem : public AActor { GENERATED_BODY() public: // Sets default values for this actor's properties AInventoryItem(); protected: // Called when the game starts or when spawned virtual void BeginPlay() override; public: // Called every frame virtual void Tick(float DeltaTime) override; UPROPERTY(VisibleAnywhere, BlueprintReadOnly) UStaticMeshComponent* StaticMeshComponent; UPROPERTY(VisibleAnywhere, BlueprintReadOnly) USphereComponent* Collision; UPROPERTY(EditAnywhere, BlueprintReadWrite) UStaticMesh* StaticMesh; UPROPERTY(BlueprintReadOnly) FFireworkData FireworkData; UPROPERTY(BlueprintReadOnly, VisibleAnywhere) float TargetDistanceAlongSpline; UPROPERTY(EditAnywhere) bool bIsFirework; UPROPERTY(EditDefaultsOnly) float CollisionRadius; UFUNCTION() void Initialize(); UFUNCTION(BlueprintImplementableEvent) void TryDestroy(); };