blaster/Source/Blaster/Weapon/Casing.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 "Casing.generated.h"
UCLASS()
class BLASTER_API ACasing : public AActor
{
GENERATED_BODY()
public:
ACasing();
protected:
virtual void BeginPlay() override;
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UFUNCTION()
virtual void OnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit);
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private:
UPROPERTY(VisibleAnywhere)
UStaticMeshComponent* CasingMesh;
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UPROPERTY(EditAnywhere)
float ShellEjectionImpulseMin;
UPROPERTY(EditAnywhere)
float ShellEjectionImpulseMax;
UPROPERTY(EditAnywhere)
class USoundCue* ShellSound;
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};