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2025-01-21 16:03:24 +01:00

51 lines
1.2 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "LMAmmo.generated.h"
class USphereComponent;
UENUM(BlueprintType)
enum class EAmmoType : uint8
{
EAT_RadishAmmo UMETA(DisplayName = "Radish Ammo"),
EAT_CornAmmo UMETA(DisplayName = "Corn Ammo")
};
UCLASS()
class LEGUMEMIX_API ALMAmmo : public AActor
{
GENERATED_BODY()
public:
ALMAmmo();
virtual void Tick(float DeltaTime) override;
UFUNCTION(BlueprintCallable)
inline int GetAmmoAmount() { return AmmoAmount; }
UFUNCTION(BlueprintCallable)
inline EAmmoType GetAmmoType() { return AmmoType; }
protected:
virtual void BeginPlay() override;
UPROPERTY(EditAnywhere)
TObjectPtr<UStaticMeshComponent> AmmoMeshComponent;
UPROPERTY(EditAnywhere)
TObjectPtr<USphereComponent> CollisionSphere;
UPROPERTY(EditAnywhere)
EAmmoType AmmoType;
UPROPERTY(EditAnywhere)
int AmmoAmount;
UFUNCTION(BlueprintCallable)
void OnSphereOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
};