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awesome_game/Source/TurnBasedTutorial/Trooper.h

106 lines
2.0 KiB

#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "Trooper.generated.h"
UCLASS()
class TURNBASEDTUTORIAL_API ATrooper : public ACharacter {
GENERATED_BODY()
public:
// Sets default values for this actor's properties
ATrooper();
void Initialize(uint8 const NewPlayerIndex,
FVector const SpawnLocation,
uint8 const NewId);
UFUNCTION()
uint8 GetPlayerIndex() const;
UFUNCTION()
void MoveTrooper(FVector const NewPos);
UFUNCTION()
uint8 GetId() const;
UFUNCTION()
bool CheckMoveCorrectness(const FVector newPos) const;
UFUNCTION()
bool CheckAttackCorrectness(const FVector attackLocation) const;
UFUNCTION()
FVector GetLocation() const;
UFUNCTION(BlueprintCallable)
float GetAnimationValue();
UFUNCTION()
void Attack();
protected:
const float MoveRadius = 1500.f;
const float AttackRadius = 1000.f;
UPROPERTY(Replicated)
bool bIsAttacking = false;
UPROPERTY(Replicated)
float AttackPlayedTime;
const float AttackDuration = 1.16667f;
virtual void BeginPlay() override;
virtual void Tick(float const DeltaTime) override;
// void SetStaticMesh() const;
// UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
// UStaticMeshComponent *MyStaticMesh;
// UPROPERTY(EditAnywhere, BlueprintReadWrite)
// USkeletalMeshComponent *MySkeletalMesh;
// const TCHAR *MeshPath = nullptr;
UPROPERTY(Replicated)
uint8 PlayerIndex;
UPROPERTY(Replicated)
uint8 Id;
UPROPERTY()
float Speed = 300.0f;
UPROPERTY(Replicated)
FVector CurrentLocation;
UPROPERTY(Replicated)
FVector TargetLocation;
UPROPERTY(Replicated)
bool bIsMoving = false;
};
// UCLASS()
// class ATrooperWizard : public ATrooper {
// GENERATED_BODY()
//
// public:
// ATrooperWizard();
//
// };
//
// UCLASS()
// class ATrooperSkeletonMelee : public ATrooper {
// GENERATED_BODY()
//
// public:
// ATrooperSkeletonMelee();
//
// };