blaster/Source/Blaster/Weapon/Weapon.h

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2022-04-29 22:26:35 +00:00
// 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"),
EWS_MAX UMETA(DisplayName = "DefaultMAX")
};
UCLASS()
class BLASTER_API AWeapon : public AActor
{
GENERATED_BODY()
public:
AWeapon();
protected:
virtual void BeginPlay() override;
private:
UPROPERTY(VisibleAnywhere, Category="Weapon Properties")
USkeletalMeshComponent* WeaponMesh;
UPROPERTY(VisibleAnywhere, Category="Weapon Properties")
class USphereComponent* AreaSphere;
UPROPERTY(VisibleAnywhere)
EWeaponState WeaponState;
public:
};