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Jun 1st, 2016
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  1. // Fill out your copyright notice in the Description page of Project Settings.
  2.  
  3. #pragma once
  4.  
  5. #include "TTTEntity.h"
  6. #include "TTTHelmet.h"
  7. #include "TTTScrollCharacter.generated.h"
  8.  
  9. UCLASS()
  10. class TOTHETHRONE_API ATTTScrollCharacter : public ATTTEntity
  11. {
  12.     GENERATED_BODY()
  13.  
  14. public:
  15.     ATTTScrollCharacter();
  16.     void init(float min, float max, float mod, FString path, FString name);
  17.     void BeginPlay() override;
  18.     void Tick(float DeltaSeconds) override;
  19.  
  20.     UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = TTT)
  21.     UCapsuleComponent *capsule;
  22.     UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = TTT)
  23.     USkeletalMeshComponent *model;
  24.     UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = TTT)
  25.     float minSpeed;
  26.     UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = TTT)
  27.     float maxSpeed;
  28.     UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = TTT)
  29.     float speedMod;
  30.  
  31. private:
  32.     float currSpeed;
  33.     int32 counter;
  34.     FString name;
  35.     ATTTHelmet helmet;
  36.     //ATTTHelmet *helmet;
  37.     /* To be done.
  38.     TTTWeapon mainhand, offhand;
  39.     TTTChest chest;
  40.     TTTBelt belt;
  41.     TTTGloves gloves;
  42.     TTTBoots boots;
  43.     TTTRing ring1, ring2;
  44.     TTTAmulet amulet;
  45.     */
  46.     const USkeletalMeshSocket *headSocket;
  47. };
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