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https://github.com/FortniteModdingHub/FNGameProj.git
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79 lines
2.9 KiB
C++
79 lines
2.9 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "Components/ActorComponent.h"
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#include "Engine/EngineTypes.h"
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#include "GameplayTagContainer.h"
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#include "BuildingTurretTargetChangedDelegate.h"
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#include "BuildingTurretComponent.generated.h"
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class AActor;
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class UAbilitySystemComponent;
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class UPrimitiveComponent;
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UCLASS(Abstract, Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent))
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class FORTNITEGAME_API UBuildingTurretComponent : public UActorComponent {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FBuildingTurretTargetChanged OnTurretTargetChanged;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGameplayTag OnFireTagTrigger;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float FiringInterval;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float CurrentTargetValidationInterval;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bPerformPeriodicValidationOnCurrentTarget: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
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UPrimitiveComponent* TargetingOverlapComponent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
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UAbilitySystemComponent* OwnerASC;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_CurrentTarget, meta=(AllowPrivateAccess=true))
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AActor* CurrentTarget;
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public:
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UBuildingTurretComponent();
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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void SetTargetingOverlapComponent(UPrimitiveComponent* NewTargetingOverlapComponent);
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protected:
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UFUNCTION(BlueprintCallable)
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void OnTargetingEndOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex);
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UFUNCTION(BlueprintCallable)
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void OnTargetingBeginOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
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UFUNCTION(BlueprintCallable)
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void OnRep_CurrentTarget(AActor* OldTarget);
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UFUNCTION(BlueprintCallable)
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void OnPerformTargetValidation();
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UFUNCTION(BlueprintCallable)
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void OnFiringTimer();
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public:
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UFUNCTION(BlueprintCallable, BlueprintNativeEvent, BlueprintPure)
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bool IsValidTarget(AActor* InTarget) const;
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protected:
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UFUNCTION(BlueprintCallable, BlueprintNativeEvent)
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AActor* ChooseBestTarget(UPARAM(Ref) TArray<AActor*>& InOutPotentialTargets) const;
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public:
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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bool AttemptSetCurrentTarget(AActor* NewTarget);
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};
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