46 lines
1.3 KiB
C++
46 lines
1.3 KiB
C++
// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Components/ActorComponent.h"
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#include "PhysicsEngine/PhysicsConstraintComponent.h"
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#include "StickySlimeComponent.generated.h"
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UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
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class WIZARDINGCENTRAL_API UStickySlimeComponent : public UActorComponent
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{
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GENERATED_BODY()
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public:
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// Sets default values for this component's properties
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UStickySlimeComponent();
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protected:
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// Called when the game starts
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virtual void BeginPlay() override;
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public:
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// // Called every frame
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// virtual void TickComponent(float DeltaTime, ELevelTick TickType,
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// FActorComponentTickFunction* ThisTickFunction) override;
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UFUNCTION(BlueprintCallable, Category="Skicky Slime")
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void AttachToActor(AActor* Target);
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UFUNCTION(BlueprintCallable, Category="Sticky Slime")
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void ActivateIfAnchored(AActor* Target);
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UFUNCTION(BlueprintCallable, BlueprintCallable, Category = "Sticky Slime")
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void BreakSlime();
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private:
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Sticky Slime", meta=(AllowPrivateAccess="true"))
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AActor* AttachedActor1;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Sticky Slime", meta=(AllowPrivateAccess="true"))
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AActor* AttachedActor2;
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bool bIsActivated;
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};
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