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- // Copyright Damir Halilovic 2014 - 2015
- #pragma once
- #include "GameFramework/Actor.h"
- #include "WeaponBase.h"
- #include "RangedWeaponBase.generated.h"
- UCLASS()
- class PROJECTWA_API ARangedWeaponBase : public AWeaponBase
- {
- GENERATED_UCLASS_BODY()
- public:
- UPROPERTY(Category = "Wa Combat", VisibleAnywhere, BlueprintReadOnly)
- UChildActorComponent* ProjectileChildActor;
- public:
- UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Wa Weapons")
- TSubclassOf<class AProjectileBase> ProjectileClass;
- public:
- UFUNCTION(BlueprintCallable, Category = "Wa Weapons")
- void FireProjectile(const FVector& Direction, const float SpeedMultiplier = 1.f, const bool bWorldSpace = true);
- UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Wa Weapons")
- bool IsLoaded() const;
- UFUNCTION(BlueprintCallable, Category = "Wa Weapons")
- void Reload();
- bool ProcessProjectileDamage(AActor* OtherActor);
- public:
- // Called when the game starts or when spawned
- virtual void BeginPlay() override;
- virtual void OnConstruction(const FTransform& Transform) override;
- private:
- bool bIsLoaded;
- };
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