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DefaultProjectiles.h
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1// Fill out your copyright notice in the Description page of Project Settings.
2
3#pragma once
4
5#include "CoreMinimal.h"
6#include "DamagedProjectile.h"
7#include "ProjectileBase.h"
8#include "Components/BoxComponent.h"
9#include "Components/CapsuleComponent.h"
10#include "Components/SphereComponent.h"
11#include "GameFramework/Actor.h"
12#include "DefaultProjectiles.generated.h"
13
14
15UCLASS(Abstract, Blueprintable, BlueprintType)
17{
18 GENERATED_BODY()
19
20public:
22 {
23 CapsuleComponent = CreateDefaultSubobject<UCapsuleComponent>(TEXT("CapsuleComponent"));
24 RootComponent = CapsuleComponent;
25 MeshComponent->SetupAttachment(CapsuleComponent);
26 }
27
28protected:
29 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Projectile")
30 TObjectPtr<UCapsuleComponent> CapsuleComponent;
31};
32
33
34UCLASS(Abstract, Blueprintable, BlueprintType)
36{
37 GENERATED_BODY()
38
39public:
41 {
42 SphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("SphereComponent"));
43 RootComponent = SphereComponent;
44 MeshComponent->SetupAttachment(SphereComponent);
45 }
46
47protected:
48 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Projectile")
49 TObjectPtr<USphereComponent> SphereComponent;
50};
51
52
53UCLASS(Abstract, Blueprintable, BlueprintType)
55{
56 GENERATED_BODY()
57
58public:
60 {
61 BoxComponent = CreateDefaultSubobject<UBoxComponent>(TEXT("BoxComponent"));
62 RootComponent = BoxComponent;
63 MeshComponent->SetupAttachment(BoxComponent);
64 }
65
66protected:
67 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Projectile")
68 TObjectPtr<UBoxComponent> BoxComponent;
69};
Definition DefaultProjectiles.h:55
ABoxShapeProjectile()
Definition DefaultProjectiles.h:59
Definition DefaultProjectiles.h:17
ACapsuleShapeProjectile()
Definition DefaultProjectiles.h:21
Definition DamagedProjectile.h:12
Definition DefaultProjectiles.h:36
ASphereShapeProjectile()
Definition DefaultProjectiles.h:40