Protptype of a wave based, first person shooter game made in Unreal Engine 4
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MechDefence/Public/MAIEnemyShooter.h

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1.2 KiB

#pragma once
#include "CoreMinimal.h"
#include "MAICharacterBase.h"
#include "MAIEnemyShooter.generated.h"
class AMWeapon;
UCLASS()
class MECHDEFENCE_API AMAIEnemyShooter : public AMAICharacterBase
{
GENERATED_BODY()
public:
AMAIEnemyShooter();
protected:
UPROPERTY(EditDefaultsOnly, BlueprintReadonly, Category = "Shooter")
TSubclassOf<AMWeapon> StarterWeaponClass;
UPROPERTY(EditInstanceOnly, BlueprintReadWrite, Category = "Shooter")
bool bCanIdle;
UPROPERTY(EditDefaultsOnly, BlueprintReadonly, Category = "Shooter")
float PatrolRadius;
UPROPERTY(VisibleAnywhere, BlueprintReadonly, Category = "Shooter", meta = (Tooltip = "The place where this actor was when the level began. Used to generate a random point within a radius when in patrol mode"))
FVector StartingLocation;
UPROPERTY(BlueprintReadonly, Category = "Shooter")
FName WeaponSocketName;
UPROPERTY(VisibleAnywhere, BlueprintReadonly, Category = "Shooter")
AMWeapon* CurrentWeapon;
UFUNCTION(BlueprintCallable, Category = "Shooter")
FVector PickNextPartrolDestination();
virtual void BeginPlay() override;
virtual UShapeComponent* GetSafeZoneOverlappingShape() override;
};