54 lines
1.1 KiB
C++
54 lines
1.1 KiB
C++
// All rights reserved.
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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 "Components/StaticMeshComponent.h"
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#include "CustomDataTypes.h"
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#include "FireworkBase.h"
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#include "InventoryCrate.generated.h"
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UCLASS()
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class FIREWORKDUELS_API AInventoryCrate : public AActor
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{
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GENERATED_BODY()
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public:
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// Sets default values for this actor's properties
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AInventoryCrate();
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UStaticMeshComponent* StaticMesh;
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UPROPERTY(EditAnywhere, BlueprintReadOnly)
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UStaticMeshComponent* ItemMesh1;
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UPROPERTY(EditAnywhere, BlueprintReadOnly)
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UStaticMeshComponent* ItemMesh2;
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UPROPERTY(EditAnywhere, BlueprintReadOnly)
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bool Show1 = true;
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UPROPERTY(EditAnywhere, BlueprintReadOnly)
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bool Show2 = true;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TEnumAsByte<Firework> Item1;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TEnumAsByte<Firework> Item2;
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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UFUNCTION()
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void FloatItemMeshes(float DeltaTime);
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};
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