Added basics for projectile system

still needs hits on character
This commit is contained in:
2025-12-05 23:57:59 -05:00
parent 89de109296
commit eb402e0458
4 changed files with 95 additions and 0 deletions

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@@ -0,0 +1,61 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Components/SphereComponent.h"
#include "GameFramework/Actor.h"
#include "GameFramework/ProjectileMovementComponent.h"
#include "ProjectileBase.generated.h"
UCLASS()
class OPENCONFLICT_API AProjectileBase : public AActor
{
GENERATED_BODY()
/*UPROPERTY and UFUNCTION declarations*/
private:
/*Properties*/
/*Functions*/
protected:
/*Properties*/
/*Functions*/
public:
/*Properties*/
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Projectile")
UStaticMeshComponent* projectileMesh;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Projectile")
USphereComponent* collision;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Projectile")
UProjectileMovementComponent* projectileMotion;
/*Functions*/
/*C++ only declarations*/
private:
/*Properties*/
/*Functions*/
protected:
/*Properties*/
/*Functions*/
// Called when the game starts
virtual void BeginPlay() override;
public:
/*Properties*/
/*Functions*/
// Called every frame
virtual void Tick(float DeltaTime) override;
// Sets default values for this actor's properties
AProjectileBase();
};