blaster/Source/Blaster/Weapon/Weapon.h

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "Weapon.generated.h"
UENUM(BlueprintType)
enum class EWeaponState : uint8
{
EWS_Initial UMETA(DisplayName = "Initial State"),
EWS_Equipped UMETA(DisplayName = "Equipped"),
EWS_Dropped UMETA(DisplayName = "Dropped"),
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EWS_MAX UMETA(DisplayName = "DefaultMAX")
};
UCLASS()
class BLASTER_API AWeapon : public AActor
{
GENERATED_BODY()
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public:
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AWeapon();
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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void ShowPickupWidget(bool bShowWidget);
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protected:
virtual void BeginPlay() override;
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UFUNCTION()
virtual void OnSphereOverlap(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult
);
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UFUNCTION()
virtual void OnSphereEndOverlap(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex
);
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private:
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UPROPERTY(VisibleAnywhere, Category="Weapon Properties")
USkeletalMeshComponent* WeaponMesh;
UPROPERTY(VisibleAnywhere, Category="Weapon Properties")
class USphereComponent* AreaSphere;
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UPROPERTY(ReplicatedUsing = OnRep_WeaponState, VisibleAnywhere, Category="Weapon Properties")
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EWeaponState WeaponState;
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UFUNCTION()
void OnRep_WeaponState();
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UPROPERTY(VisibleAnywhere, Category="Weapon Properties")
class UWidgetComponent* PickupWidget;
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public:
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void SetWeaponState(EWeaponState State);
FORCEINLINE USphereComponent* GetAreaSphere() const { return AreaSphere; }
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};