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SAction_ProjectileAttack.h
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SAction_ProjectileAttack.h
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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "SAction.h"
#include "SAction_ProjectileAttack.generated.h"
class UAnimMontage;
class UParticleSystem;
class USoundBase;
class USActionEffect;
/**
*
*/
UCLASS()
class ACTIONROGUELIKE_API USAction_ProjectileAttack : public USAction
{
GENERATED_BODY()
protected:
UPROPERTY(EditDefaultsOnly, Category = "Damage")
TSubclassOf<USActionEffect> CoolDownActionClass;
/* Sphere radius of the sweep to find desired target under crosshair. Adjusts final projectile direction */
UPROPERTY(EditAnywhere, Category="Targeting")
float SweepRadius;
/* Fallback distance when sweep finds no collision under crosshair. Adjusts final projectile direction */
UPROPERTY(EditAnywhere, Category="Targeting")
float SweepDistanceFallback;
UPROPERTY(EditAnywhere, Category = "Attack")
TSubclassOf<AActor> ProjectileClass;
UPROPERTY(EditAnywhere, Category = "Effects")
FName HandSocketName;
UPROPERTY(EditDefaultsOnly, Category = "Attack")
float AttackAnimDelay;
UPROPERTY(EditAnywhere, Category = "Attack")
UAnimMontage* AttackAnim;
/* Particle System played during attack animation */
UPROPERTY(EditAnywhere, Category = "Attack")
UParticleSystem* CastingEffect;
/* Sound Effect to play (Can be Wave or Cue) */
UPROPERTY(EditAnywhere, Category = "Attack")
USoundBase* CastingSound;
UFUNCTION()
void AttackDelay_Elapsed(ACharacter* InstigatorCharacter);
public:
virtual void StartAction_Implementation(AActor* Instigator) override;
USAction_ProjectileAttack();
};