62 lines
1.4 KiB
C++
62 lines
1.4 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 "Components/StaticMeshComponent.h"
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#include "Engine/StaticMesh.h"
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#include "Animation/AnimSequenceBase.h"
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#include "PickableObject.generated.h"
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UCLASS()
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class FIREWORKDUELS_API APickableObject : 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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APickableObject();
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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(EditDefaultsOnly, BlueprintReadOnly)
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UStaticMesh* Mesh;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
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UStaticMeshComponent* StaticMesh;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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bool CanBeGrabbed;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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UAnimSequenceBase* GrabAnimMod;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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FTransform InventoryAdditionalTransform;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool IsHeld;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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EControllerHand ThrowingHand;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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bool IsRocket = false;
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UFUNCTION(BlueprintImplementableEvent, BlueprintCallable)
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void OnUsed();
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UFUNCTION(BlueprintImplementableEvent, BlueprintCallable)
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void OnEndUsed();
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UFUNCTION(BlueprintImplementableEvent)
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void ThrowEffects();
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};
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