Payback 0.0.1
CK Graduation Project
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TargetableWeapon.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 "GameplayTagContainer.h"
7#include "GameFramework/Actor.h"
11#include "TargetableWeapon.generated.h"
12
13
14class UTargetingMarkerComponent;
15class UBoxComponent;
16
17
18UCLASS(Abstract)
20{
21 GENERATED_BODY()
22
23public:
25
26public:
27 virtual bool IsTargetable() const override;
28
29 virtual void ShowLockOnMarker() override;
30 virtual void HideLockOnMarker() override;
31
32protected:
33 virtual void BeginPlay() override;
34
35 virtual void OnBeginInteraction(const AActor* Caller) override;
36
37 virtual void OnReturnToPool_Implementation() override;
38 virtual void OnSpawnFromPool_Implementation() override { }
39
40public:
41 // 이 픽업이 표상하는 무기. WeaponLoadoutComponent가 Definition을 찾는 키로 사용된다.
42 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Weapon", meta = (Categories = "Weapon"))
43 FGameplayTag WeaponTag;
44
45protected:
46 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category= "Shape")
47 TObjectPtr<USceneComponent> RigComponent;
48
49 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Shape")
50 TObjectPtr<UStaticMeshComponent> StaticMeshComponent;
51
52 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Shape")
53 TObjectPtr<UBoxComponent> BoxComponent;
54
55 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "UI")
56 TObjectPtr<UTargetingMarkerComponent> TargetingMarker;
57};
Definition InteractableActor.h:16
Definition TargetableWeapon.h:20
virtual void OnSpawnFromPool_Implementation() override
Definition TargetableWeapon.h:38
Definition ObjectPoolingInterface.h:18
Definition TargetableInterface.h:20