mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
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141 lines
5.4 KiB
C++
141 lines
5.4 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "UObject/NoExportTypes.h"
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#include "UObject/NoExportTypes.h"
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#include "UObject/NoExportTypes.h"
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#include "FortClientOnlyActor.h"
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#include "FortDamageNumberInfo.h"
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#include "LiveDamageNumberComponent.h"
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#include "PooledDamageNumberComponents.h"
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#include "FortDamageNumbersActor.generated.h"
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class UStaticMesh;
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UCLASS(Blueprintable)
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class AFortDamageNumbersActor : public AFortClientOnlyActor {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float ComponentLifespan;
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UPROPERTY(EditAnywhere, meta=(AllowPrivateAccess=true))
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UStaticMesh* MeshesByElement[5];
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UStaticMesh* CritBuildingImpactMesh;
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UPROPERTY(EditAnywhere, meta=(AllowPrivateAccess=true))
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UStaticMesh* MeshesByScoreCategory[3];
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FName PlayerMaterialParameterName;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float PlayerMaterialParameterValue;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FLinearColor CriticalHitPlayerColor;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FLinearColor StandardHitPlayerColor;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FLinearColor CriticalHitBuildingColor;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FLinearColor CriticalHitEnemyColor;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FLinearColor StandardHitColor;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FLinearColor CriticalHitShieldColor;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FLinearColor ShieldHitColor;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FLinearColor StandardHitAthenaAIColor;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FLinearColor CriticalHitAthenaAIColor;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FLinearColor StandardHitVehicleColor;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FLinearColor CriticalHitVehicleColor;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FLinearColor StandardHitMeshNetworkActorColor;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FLinearColor CriticalHitMeshNetworkActorColor;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FName ColorParameterName;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FName AnimationLifespanParameterName;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FName IsCriticalHitParameterName;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float SpacingPercentageForOnes;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FName> PositionParameterNames;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float DistanceFromCameraBeforeDoublingSize;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float CriticalHitSizeMultiplier;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float FontXSize;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float FontYSize;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float NumberOfNumberRotations;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FName> ScaleRotationAngleParameterNames;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FName> DurationParameterNames;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float MaxScoreNumberDistance;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FName MoveToCameraParameterName;
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UPROPERTY(EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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FPooledDamageNumberComponents PooledComponentsByElement[5];
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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FPooledDamageNumberComponents PooledComponentsCritBuildingImpact;
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UPROPERTY(EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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FPooledDamageNumberComponents PooledComponentsByScoreCategory[3];
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<FLiveDamageNumberComponent> LiveComponents;
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public:
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AFortDamageNumbersActor();
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protected:
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UFUNCTION(BlueprintCallable)
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void SetMaterialParameters(UPARAM(Ref) FFortDamageNumberInfo& NewDamageNumberInfo, const FTransform& CameraTransform, const FVector& NumberLocation);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnNewDamageNumber(const FFortDamageNumberInfo& NewDamageNumberInfo);
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};
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