59 lines
1.3 KiB
C++
59 lines
1.3 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 "PaperTileMapComponent.h"
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#include "Components/SceneComponent.h"
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#include "LevelTemplate.generated.h"
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UCLASS()
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class FIREWORKDUELS_API ALevelTemplate : 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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ALevelTemplate();
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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UPaperTileMapComponent* Template;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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float OneStarTarget = 180.f;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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float TwoStarTarget = 120.f;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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float ThreeStarTarget = 60.f;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
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float GameTime = 0.f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool CountTime = false;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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int32 LevelIndex = 0;
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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(BlueprintCallable)
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void StartGame();
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// Stop counting and return elapsed game time
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UFUNCTION(BlueprintCallable)
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float StopGame();
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UFUNCTION(BlueprintCallable)
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int32 GetAwardStars();
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};
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