57 lines
1.2 KiB
C++
57 lines
1.2 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 "Components/SphereComponent.h"
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#include "Components/StaticMeshComponent.h"
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#include "CustomDataTypes.h"
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#include "GameFramework/Actor.h"
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#include "InventoryItem.generated.h"
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UCLASS()
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class FIREWORKDUELS_API AInventoryItem : 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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AInventoryItem();
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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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UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
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UStaticMeshComponent* StaticMeshComponent;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
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USphereComponent* Collision;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UStaticMesh* StaticMesh;
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UPROPERTY(BlueprintReadOnly)
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FFireworkData FireworkData;
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
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float TargetDistanceAlongSpline;
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UPROPERTY(EditAnywhere)
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bool bIsFirework;
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UPROPERTY(EditDefaultsOnly)
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float CollisionRadius;
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UFUNCTION()
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void Initialize();
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UFUNCTION(BlueprintImplementableEvent)
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void TryDestroy();
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};
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