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- // Fill out your copyright notice in the Description page of Project Settings.
- #pragma once
- #include "TTTEntity.h"
- #include "TTTHelmet.h"
- #include "TTTScrollCharacter.generated.h"
- UCLASS()
- class TOTHETHRONE_API ATTTScrollCharacter : public ATTTEntity
- {
- GENERATED_BODY()
- public:
- ATTTScrollCharacter();
- void init(float min, float max, float mod, FString path, FString name);
- void BeginPlay() override;
- void Tick(float DeltaSeconds) override;
- UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = TTT)
- UCapsuleComponent *capsule;
- UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = TTT)
- USkeletalMeshComponent *model;
- UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = TTT)
- float minSpeed;
- UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = TTT)
- float maxSpeed;
- UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = TTT)
- float speedMod;
- private:
- float currSpeed;
- int32 counter;
- FString name;
- ATTTHelmet helmet;
- //ATTTHelmet *helmet;
- /* To be done.
- TTTWeapon mainhand, offhand;
- TTTChest chest;
- TTTBelt belt;
- TTTGloves gloves;
- TTTBoots boots;
- TTTRing ring1, ring2;
- TTTAmulet amulet;
- */
- const USkeletalMeshSocket *headSocket;
- };
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