5#include "CoreMinimal.h"
6#include "GameFramework/Actor.h"
9#include "DesignatorMarker.generated.h"
14 GENERATED_UCLASS_BODY()
16 UFUNCTION(BlueprintCallable, Category = Marker)
17 float GetDesignatorRadius()
const {
return DesignatorRadius; }
18 void SetTargetTransform(
const FTransform NewTargetTransform) { TargetTransform = NewTargetTransform; }
19 virtual bool ApplyDepenetrationAdjustment();
22 virtual
void StartCharge(
float TotalTime,
float ElapsedTime);
24 virtual
void EndCharge(
float TotalTime,
float ElapsedTime);
26 virtual
void ToggleValidDesignator(
bool bValid);
28 UFUNCTION(BlueprintNativeEvent)
31 APlayerState* GetOwnedPlayerState()
const override {
return PlayerOwner; }
32 int32 GetTeam()
const override;
33 virtual void OnOwnerLeave()
override;
35 UFUNCTION(BlueprintPure)
36 bool IsLocallyOwned()
const;
39 virtual void BeginPlay()
override;
40 virtual void Tick(
float DeltaTime)
override;
41 UFUNCTION(BlueprintImplementableEvent, Category = Marker)
42 void K2_StartCharge(
float TotalTime,
float ElapsedTime);
44 UFUNCTION(BlueprintImplementableEvent, Category = Marker)
45 void K2_EndCharge(
float TotalTime,
float ElapsedTime);
46 UFUNCTION(BlueprintImplementableEvent, Category = Marker)
47 void K2_UpdateValidDesignator(
bool bValidDesignator);
49 UFUNCTION(BlueprintImplementableEvent, Category = Deployable)
50 void InitializeForTeam(int32 Team);
53 APlayerState* PlayerOwner = NULL;
55 UPROPERTY(BlueprintReadWrite,VisibleAnywhere, Category = "Designator Marker")
56 class USphereComponent* SceneComponent;
59 class UShapeComponent* ShapeComponent = NULL;
61 UPROPERTY(EditDefaultsOnly, Category = "Designator Marker")
62 float DesignatorRadius = 100.f;
63 UPROPERTY(EditDefaultsOnly, Category = "Designator Marker")
64 float DesignatorLocationLerpSpeed = 5.f;
66 FTransform TargetTransform = FTransform::Identity;
Definition: DesignatorMarker.h:13
void SetTargetTransform(const FTransform NewTargetTransform)
Definition: DesignatorMarker.h:18
Definition: OwnedInterface.h:20
Definition: TeamInterface.h:26