55 lines
1.6 KiB
C++
55 lines
1.6 KiB
C++
// Fill out your copyright notice in the Description page of Project Settings.
|
|
|
|
#pragma once
|
|
|
|
#include "CoreMinimal.h"
|
|
#include "BulletHitInterface.h"
|
|
#include "GameFramework/Actor.h"
|
|
#include "Explosive.generated.h"
|
|
|
|
class UParticleSystem;
|
|
class USoundCue;
|
|
class USphereComponent;
|
|
class UStaticMeshComponent;
|
|
|
|
UCLASS()
|
|
class SHOOTER_API AExplosive : public AActor, public IBulletHitInterface
|
|
{
|
|
GENERATED_BODY()
|
|
|
|
public:
|
|
// Sets default values for this actor's properties
|
|
AExplosive();
|
|
|
|
protected:
|
|
// Called when the game starts or when spawned
|
|
virtual void BeginPlay() override;
|
|
|
|
private:
|
|
|
|
/** Particles to spawn when hit by bullets */
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true))
|
|
UParticleSystem* ExplosionParticles;
|
|
|
|
/** Sound to play when hit by bullets */
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true))
|
|
USoundCue* ExplosionSound;
|
|
|
|
/** Mesh for the explosive */
|
|
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Combat, meta = (AllowPrivateAccess = true))
|
|
UStaticMeshComponent* ExplosiveMesh;
|
|
|
|
/** Used to determine what actors overlap during explosion */
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true))
|
|
USphereComponent* OverlapSphere;
|
|
|
|
/** Damage amount for explosive */
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true))
|
|
float Damage;
|
|
public:
|
|
// Called every frame
|
|
virtual void Tick(float DeltaTime) override;
|
|
|
|
virtual void BulletHit_Implementation(FHitResult HitResult, AActor* Shooter, AController* ShooterController) override;
|
|
};
|