71 lines
1.5 KiB
C++
71 lines
1.5 KiB
C++
// 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 "GameFramework/Actor.h"
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#include "PickableObject.h"
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#include "Components/CapsuleComponent.h"
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#include "WickComponent.h"
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#include "NiagaraComponent.h"
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#include "Kismet/KismetSystemLibrary.h"
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#include "FireworkBase.generated.h"
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UCLASS()
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class FIREWORKDUELS_API AFireworkBase : public APickableObject
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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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virtual void Tick(float DeltaTime);
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public:
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// Sets default values for this actor's properties
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AFireworkBase();
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UWickComponent* WickComponent;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UCapsuleComponent* WickCollision;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UNiagaraComponent* WickEmitter;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool IsBurning;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float DamageRadius = 25.f;
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UPROPERTY(EditDefaultsOnly)
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bool IsDummyObject;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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float WickBurningTime;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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float PostWickTime;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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int32 MultiShotCount;
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UPROPERTY()
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float WickRemainingTime;
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UFUNCTION(BlueprintCallable)
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virtual void SetFire();
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UFUNCTION(BlueprintCallable)
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virtual void Explode();
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UFUNCTION(BlueprintImplementableEvent, BlueprintCallable)
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void ExplodeEffects();
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UFUNCTION(BlueprintImplementableEvent)
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void OnTick();
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};
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