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45 lines
1.3 KiB
45 lines
1.3 KiB
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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 "MProjectile.generated.h"
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class UCapsuleComponent;
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class UNiagaraComponent;
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class UNiagaraSystem;
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class UProjectileMovementComponent;
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UCLASS()
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class MECHDEFENCE_API AMProjectile : public AActor
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{
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GENERATED_BODY()
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protected:
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Components")
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UProjectileMovementComponent* ProjectileComponent;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Components")
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UStaticMeshComponent* MeshComponent;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Components")
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UNiagaraComponent* ParticleSystem;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Components");
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UCapsuleComponent* CapsuleComponent;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Projectile");
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UNiagaraSystem* ImpactEffect;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Projectile")
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TArray<TSubclassOf<AActor>> ActorClassesToIgnore;
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public:
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AMProjectile();
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protected:
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virtual void BeginPlay() override;
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UFUNCTION()
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void HandleBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
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};
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