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AimingStuf
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c7d4191214 | ||
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7e2ce95fa1 | ||
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f19e42477b | ||
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32c119b73b | ||
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c14eb09ce7 |
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@@ -65,27 +65,19 @@ bool ADDICharacter::Server_SpawnProjectile_Validate()
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void ADDICharacter::Server_SpawnProjectile_Implementation()
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{
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FVector Location = GetActorLocation();
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if (GetMesh()->DoesSocketExist("headSocket"))
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Location = GetMesh()->GetSocketLocation("headSocket"); //Socket_Projectile
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FRotator Rotation = GetViewRotation();
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FRotator Rotation = GetActorRotation();
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FVector Dir = GetActorForwardVector();
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GetActorEyesViewPoint(Location, Rotation);
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Location += Dir * 155.f;
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Location += Dir * 200.f;
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if (!ProjectileClass)
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{
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GEngine->AddOnScreenDebugMessage(2, 10.f, FColor::Emerald, "No Projectile Set");
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GEngine->AddOnScreenDebugMessage(1, 10.f, FColor::Emerald, "No Projectile Set");
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return;
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}
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GetWorld()->SpawnActor<AActor>(ProjectileClass, Location, Rotation);
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FActorSpawnParameters SpawnInfo;
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SpawnInfo.Owner = this;
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SpawnInfo.Instigator = GetInstigator();
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GEngine->AddOnScreenDebugMessage(-1,10.f,FColor::Red,FString::Printf(TEXT("Server Spawning Projectile Location %f,%f,%f"), Location.X, Location.Y, Location.Z));
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GetWorld()->SpawnActor<AActor>(ProjectileClass, Location, Rotation, SpawnInfo);
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}
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void ADDICharacter::Client_CharacterHit_Implementation()
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@@ -1,124 +0,0 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "DDICharacter.h"
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#include "Components/CapsuleComponent.h"
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#include "GameFramework/SpringArmComponent.h"
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#include "OpenConflict/Weapons/Projectiles/ProjectileBase.h"
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// Sets default values
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ADDICharacter::ADDICharacter()
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{
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// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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bReplicates = true;
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// bReplicateMovement = true;
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CameraComponent = CreateDefaultSubobject<UCameraComponent>(TEXT("CameraComponent"));
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CameraComponent->SetupAttachment(GetMesh(), "headSocket");
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CameraComponent->SetRelativeLocation(FVector(0.0f, 0.0f, 50.0f));
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CameraComponent->bUsePawnControlRotation = true;
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HealthComponent = CreateDefaultSubobject<UDDIHealth>(TEXT("HealthComponent"));
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GetCapsuleComponent()->SetCollisionProfileName(TEXT("BlockAllDynamic"));
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GetCapsuleComponent()->SetGenerateOverlapEvents(true);
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GetCapsuleComponent()->SetNotifyRigidBodyCollision(true);
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}
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// Called when the game starts or when spawned
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void ADDICharacter::BeginPlay()
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{
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Super::BeginPlay();
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if (GetCapsuleComponent())
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{
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GetCapsuleComponent()->OnComponentHit.AddDynamic(this, &ADDICharacter::OnHit);
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}
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}
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// Called every frame
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void ADDICharacter::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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void ADDICharacter::OnHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit)
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{
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Server_CharacterHit(HitComponent, OtherActor, OtherComp, NormalImpulse, Hit);
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}
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void ADDICharacter::TakeDamage(int Damage)
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{
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HealthComponent->TakeDamage(Damage);
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}
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bool ADDICharacter::Server_SpawnProjectile_Validate()
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{
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return true;
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}
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void ADDICharacter::Server_SpawnProjectile_Implementation()
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{
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FVector Location = GetActorLocation();
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if (GetMesh()->DoesSocketExist("headSocket"))
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Location = GetMesh()->GetSocketLocation("headSocket"); //Socket_Projectile
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FRotator Rotation = GetViewRotation();
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FVector Dir = GetActorForwardVector();
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GetActorEyesViewPoint(Location, Rotation);
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Location += Dir * 155.f;
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if (!ProjectileClass)
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{
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GEngine->AddOnScreenDebugMessage(2, 10.f, FColor::Emerald, "No Projectile Set");
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return;
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}
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FActorSpawnParameters SpawnInfo;
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SpawnInfo.Owner = this;
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SpawnInfo.Instigator = GetInstigator();
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GEngine->AddOnScreenDebugMessage(-1,10.f,FColor::Red,FString::Printf(TEXT("Server Spawning Projectile Location %f,%f,%f"), Location.X, Location.Y, Location.Z));
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GetWorld()->SpawnActor<AActor>(ProjectileClass, Location, Rotation, SpawnInfo);
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}
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void ADDICharacter::Client_CharacterHit_Implementation()
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{
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TakeDamage(10);
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OnDamageTaken();
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}
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bool ADDICharacter::Client_CharacterHit_Validate()
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{
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return true;
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}
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void ADDICharacter::Server_CharacterHit_Implementation(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit)
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{
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if (AProjectileBase* Projectile = Cast<AProjectileBase>(OtherActor))
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{
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// if (Cast<ADDICharacter>(Projectile->Owner) == this)
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GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Emerald, "Damage dealt");
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Client_CharacterHit();
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}
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}
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bool ADDICharacter::Server_CharacterHit_Validate(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit)
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{
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return true;
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}
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void ADDICharacter::OnRep_Health()
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{
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GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, "Health Replicated");
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}
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void ADDICharacter::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
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{
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(ADDICharacter, HealthComponent);
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}
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@@ -1,63 +0,0 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "MagazineActor.h"
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#include "OpenConflict/PlayerCharacter/Components/DDIHealth.h"
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// Sets default values
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AMagazineActor::AMagazineActor()
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{
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// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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bReplicates = true;
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}
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// Called when the game starts or when spawned
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void AMagazineActor::BeginPlay()
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{
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Super::BeginPlay();
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}
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// Called every frame
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void AMagazineActor::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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if (!ActiveMag && CurrentCount < MAX_COUNT )
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{
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GetWorld()->GetTimerManager().SetTimer(RepackTimer, this, &AMagazineActor::PackMag, RepackDelay, true, RepackDelay);
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}
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}
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void AMagazineActor::PackMag()
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{
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if (hasReserveAmmo)
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{
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CurrentCount += 1;
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AMMO_REPACK.Broadcast();
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}
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if (CurrentCount >= MAX_COUNT)
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{
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CurrentCount = MAX_COUNT;
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GetWorld()->GetTimerManager().ClearTimer(RepackTimer);
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}
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}
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void AMagazineActor::StripRound()
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{
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CurrentCount -= 1;
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if (CurrentCount <= 0)
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{
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CurrentCount = 0;
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}
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}
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void AMagazineActor::SetAmmoValues(int MaxCount)
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{
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MAX_COUNT = MaxCount;
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CurrentCount = MAX_COUNT;
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}
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@@ -1,76 +0,0 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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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 "MagazineActor.generated.h"
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FAMMO_REPACK);
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UCLASS()
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class OPENCONFLICT_API AMagazineActor : public AActor
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{
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GENERATED_BODY()
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/*UPROPERTY and UFUNCTION declarations*/
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private:
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/*Properties*/
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UPROPERTY(BlueprintReadOnly, meta=(AllowPrivateAccess=true))
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int MAX_COUNT;
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UPROPERTY(BlueprintReadOnly, meta=(AllowPrivateAccess=true))
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int CurrentCount;
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UPROPERTY(BlueprintReadOnly, meta=(AllowPrivateAccess=true))
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bool ActiveMag = false;
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UPROPERTY(BlueprintReadOnly, meta=(AllowPrivateAccess=true))
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float RepackDelay = 0.5f;
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/*Functions*/
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protected:
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/*Properties*/
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/*Functions*/
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public:
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/*Properties*/
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UPROPERTY(BlueprintAssignable)
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FAMMO_REPACK AMMO_REPACK;
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/*Functions*/
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UFUNCTION(BlueprintImplementableEvent)
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void EmptyMagEvent();
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/*C++ only declarations*/
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private:
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/*Properties*/
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/*Functions*/
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void PackMag();
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protected:
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/*Properties*/
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FTimerHandle RepackTimer;
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/*Functions*/
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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public:
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/*Properties*/
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bool hasReserveAmmo = true;
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/*Functions*/
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// Sets default values for this actor's properties
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AMagazineActor();
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AMagazineActor(int MaxCount);
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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void StripRound();
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void SetAmmoValues(int MaxCount);
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};
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@@ -1,34 +0,0 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "MagazineComponenet.h"
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// Sets default values for this component's properties
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UMagazineComponenet::UMagazineComponenet()
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{
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// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
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// off to improve performance if you don't need them.
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PrimaryComponentTick.bCanEverTick = true;
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// ...
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}
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// Called when the game starts
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void UMagazineComponenet::BeginPlay()
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{
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Super::BeginPlay();
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// ...
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}
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// Called every frame
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void UMagazineComponenet::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
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{
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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// ...
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}
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@@ -1,28 +0,0 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Components/ActorComponent.h"
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#include "MagazineComponenet.generated.h"
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UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
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class OPENCONFLICT_API UMagazineComponenet : public UActorComponent
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{
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GENERATED_BODY()
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public:
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// Sets default values for this component's properties
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UMagazineComponenet();
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protected:
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// Called when the game starts
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virtual void BeginPlay() override;
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public:
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// Called every frame
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virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
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};
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@@ -33,14 +33,13 @@ void AProjectileBase::BeginPlay()
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if (collision)
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collision->OnComponentHit.AddDynamic(this, &AProjectileBase::OnHit);
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}
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// Called every frame
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void AProjectileBase::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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FVector Location = GetActorLocation();
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GEngine->AddOnScreenDebugMessage(3,10.f,FColor::Red,FString::Printf(TEXT("Projectile Location %f,%f,%f"), Location.X, Location.Y, Location.Z));
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}
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@@ -8,23 +8,13 @@ AWeaponBase::AWeaponBase()
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{
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// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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bReplicates = true;
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WeaponMesh = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Weapon Component"));
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}
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// Called when the game starts or when spawned
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void AWeaponBase::BeginPlay()
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{
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Super::BeginPlay();
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// AMMO_REPACK.AddDynamic(this, &AWeaponBase::MagRepacking);
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for (int i = 0; i < RESERVE_MAG_COUNT; i++)
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{
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// AMagazineActor* mag = new AMagazineActor();
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// mag->SetAmmoValues(MAX_AMMO_COUNT);
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// ActiveMags.Add(mag);
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}
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}
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@@ -35,94 +25,3 @@ void AWeaponBase::Tick(float DeltaTime)
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}
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void AWeaponBase::MagRepacking()
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{
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RESERVE_AMMO_POOL_DEFAULT -= 1;
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if (RESERVE_AMMO_POOL_DEFAULT <= 0)
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{
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RESERVE_AMMO_POOL_DEFAULT = 0;
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// for (AMagazineActor* mag : ActiveMags)
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// {
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// mag->hasReserveAmmo = false;
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// }
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}
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}
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void AWeaponBase::Server_SpawnProjectile_Implementation()
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{
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FVector Location;
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if (WeaponMesh->DoesSocketExist("Socket_Projectile"))
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Location = WeaponMesh->GetSocketLocation("Socket_Projectile");
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FRotator Rotation = GetActorRotation();
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FVector Dir = GetOwner()->GetActorForwardVector();
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// GetActorEyesViewPoint(Location, Rotation);
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if (Location.Equals(FVector::ZeroVector))
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Location += Dir * 55.f;
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else
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{
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GEngine->AddOnScreenDebugMessage(2,10.f,FColor::Green,TEXT("Server Failed to get Socket Location"));
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return;
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}
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if (!ProjectileClass)
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{
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GEngine->AddOnScreenDebugMessage(2, 10.f, FColor::Emerald, "Server No Projectile Set");
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return;
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}
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FActorSpawnParameters SpawnInfo;
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SpawnInfo.Owner = GetOwner();
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SpawnInfo.Instigator = GetInstigator();
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SpawnInfo.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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GEngine->AddOnScreenDebugMessage(2,10.f,FColor::Red,FString::Printf(TEXT("Server Spawning Projectile Location %f,%f,%f"), Location.X, Location.Y, Location.Z));
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AActor* projectile = GetWorld()->SpawnActor<AActor>(ProjectileClass, Location, Rotation, SpawnInfo);
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if (!projectile)
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GEngine->AddOnScreenDebugMessage(2,10.f,FColor::Red,TEXT("Failed to Spawn"));
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Client_SpawnProjectile();
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}
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bool AWeaponBase::Server_SpawnProjectile_Validate()
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{
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return true;
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}
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void AWeaponBase::Client_SpawnProjectile_Implementation()
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{
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FVector Location;
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if (WeaponMesh->DoesSocketExist("Socket_Projectile"))
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Location = WeaponMesh->GetSocketLocation("Socket_Projectile");
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FRotator Rotation = GetActorRotation();
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FVector Dir = GetActorForwardVector();
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// GetActorEyesViewPoint(Location, Rotation);
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if (Location.Equals(FVector::ZeroVector))
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Location += Dir * 55.f;
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else
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{
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GEngine->AddOnScreenDebugMessage(1,10.f,FColor::Green,TEXT("Client Failed to get Socket Location"));
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return;
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}
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if (!ProjectileClass)
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{
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GEngine->AddOnScreenDebugMessage(1, 10.f, FColor::Emerald, "Client No Projectile Set");
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return;
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}
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FActorSpawnParameters SpawnInfo;
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SpawnInfo.Owner = this;
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SpawnInfo.Instigator = GetInstigator();
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SpawnInfo.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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GEngine->AddOnScreenDebugMessage(1,10.f,FColor::Red,FString::Printf(TEXT("Client Spawning Projectile Location %f,%f,%f"), Location.X, Location.Y, Location.Z));
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GetWorld()->SpawnActor<AActor>(ProjectileClass, Location, Rotation, SpawnInfo);
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}
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bool AWeaponBase::Client_SpawnProjectile_Validate()
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{
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return true;
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||||
}
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@@ -4,8 +4,6 @@
|
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#include "CoreMinimal.h"
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#include "GameFramework/Actor.h"
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#include "WeaponEnums.h"
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// #include "UMagazine.h"
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#include "WeaponBase.generated.h"
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|
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UCLASS()
|
||||
@@ -13,80 +11,16 @@ class OPENCONFLICT_API AWeaponBase : public AActor
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
/*UPROPERTY and UFUNCTION declarations*/
|
||||
private:
|
||||
/*Properties*/
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Weapon HUD", meta=(AllowPrivateAccess=true))
|
||||
UTexture2D* Texture;
|
||||
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Weapon Anims", meta=(AllowPrivateAccess=true))
|
||||
WeaponNames WeaponNameEnum;
|
||||
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Weapon Anims", meta=(AllowPrivateAccess=true))
|
||||
FName AttachSocketName;
|
||||
|
||||
/*Ammo counter for in mags*/
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Weapon Ammo", meta=(AllowPrivateAccess=true))
|
||||
int MAX_AMMO_COUNT = 30; //Tracks max ammo in one mag, not to be edited during runtime ever
|
||||
UPROPERTY(BlueprintReadOnly, Category="Weapon Ammo", meta=(AllowPrivateAccess=true))
|
||||
int MagIndex; //Tracks index for ActiveMags Array
|
||||
// UPROPERTY(BlueprintReadOnly, Category="Weapon Ammo", meta=(AllowPrivateAccess=true))
|
||||
// TArray<UMagazine*> ActiveMags; //Tracks all mags for weapon
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Weapon Ammo", meta=(AllowPrivateAccess=true))
|
||||
int RESERVE_MAG_COUNT = 2; //Tracks how many mags are kept in reserve. DO NOT INCLUDE MAG IN WEAPON
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Weapon Ammo", meta=(AllowPrivateAccess=true))
|
||||
int RESERVE_AMMO_POOL_DEFAULT = 120;
|
||||
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Weapon Ammo", meta=(AllowPrivateAccess=true))
|
||||
TSubclassOf<AActor> ProjectileClass;
|
||||
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta=(AllowPrivateAccess=true))
|
||||
USkeletalMeshComponent* WeaponMesh;
|
||||
|
||||
/*Functions*/
|
||||
|
||||
protected:
|
||||
/*Properties*/
|
||||
|
||||
/*Functions*/
|
||||
|
||||
public:
|
||||
/*Properties*/
|
||||
// UPROPERTY(BlueprintAssignable)
|
||||
// FAMMO_REPACK AMMO_REPACK;
|
||||
|
||||
/*Functions*/
|
||||
UFUNCTION()
|
||||
void MagRepacking();
|
||||
|
||||
|
||||
UFUNCTION(Server, Reliable, WithValidation, BlueprintCallable)
|
||||
void Server_SpawnProjectile();
|
||||
|
||||
UFUNCTION(Client, Reliable, WithValidation, BlueprintCallable)
|
||||
void Client_SpawnProjectile();
|
||||
|
||||
/*C++ only declarations*/
|
||||
private:
|
||||
/*Properties*/
|
||||
|
||||
/*Functions*/
|
||||
// Sets default values for this actor's properties
|
||||
AWeaponBase();
|
||||
|
||||
protected:
|
||||
/*Properties*/
|
||||
|
||||
/*Functions*/
|
||||
// Called when the game starts or when spawned
|
||||
virtual void BeginPlay() override;
|
||||
|
||||
public:
|
||||
/*Properties*/
|
||||
|
||||
/*Functions*/
|
||||
// Called every frame
|
||||
virtual void Tick(float DeltaTime) override;
|
||||
|
||||
// Sets default values for this actor's properties
|
||||
AWeaponBase();
|
||||
|
||||
};
|
||||
|
||||
@@ -1,13 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "WeaponEnums.generated.h"
|
||||
|
||||
UENUM(BlueprintType)
|
||||
enum class WeaponNames : uint8
|
||||
{
|
||||
Pistol = 0 UMETA(DisplayName = "Pistol"),
|
||||
Rifle = 1 UMETA(DisplayName = "Rifle"),
|
||||
Shotgun = 2 UMETA(DisplayName = "Shotgun"),
|
||||
Sniper = 3 UMETA(DisplayName = "Sniper")
|
||||
};
|
||||
Reference in New Issue
Block a user