Space Plunder
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ShipTurret.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"
8#include "ShipTurret.generated.h"
9
10class UCameraComponent;
11class USpringArmComponent;
12class UCapsuleComponent;
16UCLASS()
17class CUSTOMALS_API AShipTurret : public AInteractablePawn
18{
19 GENERATED_BODY()
20
21public:
22
24
25
26protected:
27 virtual void BeginPlay() override;
28
29 void RotateTurret(const FVector& Target);
30
31 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category= "Components")
32 UCapsuleComponent* CapsuleComponent;
33 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category= "Components")
34 USkeletalMeshComponent* SkeletalMeshComponent;
35 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components")
36 UHealthComponentBase* HealthComponent;
37 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components")
38 USpringArmComponent* SpringArm;
39 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components")
40 UCameraComponent* Camera;
41
42 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category= "Components")
43 int32 NumberOfBarrels = 1;
44
45private:
46
47 UFUNCTION()
48 void Death(AActor* OwningActor, EDeathType DeathType, AActor* DeathCauser, AController* DeathInstigator);
49
50};
EDeathType
Definition BaseData.h:53
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13
Definition InteractablePawn.h:17
Definition ShipTurret.h:18