// Fill out your copyright notice in the Description page of Project Settings. #pragma once #include "CoreMinimal.h" #include "Ability.h" #include "MyExplosion.h" #include "Components/SphereComponent.h" #include "GameFramework/Actor.h" #include "GameFramework/ProjectileMovementComponent.h" #include "MyProjectile.generated.h" UCLASS() class TURNBASEDTUTORIAL_API AMyProjectile : public AActor { GENERATED_BODY() public: AMyProjectile(); void Initialize(const UAbility *Ability, uint8 playerIndex, float PathLength); void Shoot(FVector From, FVector To) const; protected: virtual void NotifyActorBeginOverlap(AActor *OtherActor) override; UPROPERTY(EditAnywhere, BlueprintReadWrite) TSubclassOf ExplosionSubclass; // virtual void NotifyHit(UPrimitiveComponent *MyComp, // AActor *Other, // UPrimitiveComponent *OtherComp, // bool bSelfMoved, // FVector HitLocation, // FVector HitNormal, // FVector NormalImpulse, // const FHitResult &Hit) override; UPROPERTY(Replicated) float Damage; UPROPERTY(Replicated) int8 PlayerIndex = -1; UPROPERTY(Replicated) float SplashRadius; // UPROPERTY(EditAnywhere, Replicated) // USphereComponent *CollisionComponent; UPROPERTY(EditAnywhere, Replicated) UStaticMeshComponent *ProjectileMeshComponent; UPROPERTY(VisibleAnywhere, Replicated) UProjectileMovementComponent *ProjectileMovementComponent; virtual void BeginPlay() override; virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override; UFUNCTION(Server, Reliable) void Explode() const; };