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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/NoExportTypes.h"
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#include "DismembermentCompiler.h"
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#include "DismembermentExecutor.generated.h"
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class AActor;
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class USkeletalMeshComponent;
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class UDismembermentCompiler;
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/**
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* Dismemberment executor class
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* Executes a compiled dismemberment graph
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*/
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UCLASS()
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class FLESHEDITOR_API UDismembermentExecutor : public UObject
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{
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GENERATED_BODY()
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public:
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// Constructor
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UDismembermentExecutor();
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/**
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* Initialize the executor with a compiler
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* @param InCompiler - The compiler containing the compiled graph
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*/
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void Initialize(UDismembermentCompiler* InCompiler);
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/**
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* Execute the compiled graph on a target actor
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* @param TargetActor - The actor to apply the dismemberment effects to
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* @return True if execution was successful
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*/
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bool Execute(AActor* TargetActor);
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/**
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* Get the target actor
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* @return The target actor
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*/
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AActor* GetTargetActor() const { return TargetActor; }
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/**
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* Get the target skeletal mesh component
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* @return The target skeletal mesh component
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*/
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USkeletalMeshComponent* GetTargetSkeletalMesh() const { return TargetSkeletalMesh; }
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/**
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* Get the selected bones
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* @return Array of selected bone names
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*/
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const TArray<FName>& GetSelectedBones() const { return SelectedBones; }
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/**
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* Add a bone to the selection
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* @param BoneName - Name of the bone to add
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*/
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void AddSelectedBone(const FName& BoneName);
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/**
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* Apply a cut to the target
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* @param Location - Location of the cut
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* @param Direction - Direction of the cut
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* @param Width - Width of the cut
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* @param Depth - Depth of the cut
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* @param Material - Material to use for the cut surface
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* @return True if the cut was successful
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*/
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bool ApplyCut(const FVector& Location, const FVector& Direction, float Width, float Depth, UMaterialInterface* Material);
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/**
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* Spawn a blood effect
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* @param Location - Location of the blood effect
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* @param BloodEffect - Niagara system for the blood effect
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* @param BloodAmount - Amount of blood
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* @param BloodPressure - Blood pressure
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* @param CreateBloodPool - Whether to create a blood pool
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* @param BloodPoolSize - Size of the blood pool
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* @param BloodPoolMaterial - Material for the blood pool
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* @return True if the blood effect was created successfully
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*/
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bool SpawnBloodEffect(const FVector& Location, UNiagaraSystem* BloodEffect, float BloodAmount, float BloodPressure, bool CreateBloodPool, float BloodPoolSize, UMaterialInterface* BloodPoolMaterial);
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/**
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* Apply physics simulation
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* @param Mass - Mass of the object
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* @param LinearDamping - Linear damping
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* @param AngularDamping - Angular damping
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* @param EnableGravity - Whether to enable gravity
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* @param SimulatePhysics - Whether to simulate physics
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* @param GenerateOverlapEvents - Whether to generate overlap events
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* @param PhysicalMaterial - Physical material to use
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* @param ImpulseForce - Force of the impulse
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* @param ImpulseRadius - Radius of the impulse
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* @return True if the physics simulation was applied successfully
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*/
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bool ApplyPhysics(float Mass, float LinearDamping, float AngularDamping, bool EnableGravity, bool SimulatePhysics, bool GenerateOverlapEvents, UPhysicalMaterial* PhysicalMaterial, float ImpulseForce, float ImpulseRadius);
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/**
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* Spawn an organ
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* @param OrganMesh - Mesh for the organ
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* @param OrganMaterial - Material for the organ
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* @param AttachBoneName - Name of the bone to attach to
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* @param RelativeLocation - Relative location
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* @param RelativeRotation - Relative rotation
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* @param RelativeScale - Relative scale
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* @param SimulatePhysics - Whether to simulate physics
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* @param DamageMultiplier - Damage multiplier
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* @param IsCriticalOrgan - Whether this is a critical organ
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* @param BloodAmount - Amount of blood
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* @return True if the organ was spawned successfully
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*/
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bool SpawnOrgan(UStaticMesh* OrganMesh, UMaterialInterface* OrganMaterial, const FName& AttachBoneName, const FVector& RelativeLocation, const FRotator& RelativeRotation, const FVector& RelativeScale, bool SimulatePhysics, float DamageMultiplier, bool IsCriticalOrgan, float BloodAmount);
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/**
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* Apply a wound effect
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* @param WoundSize - Size of the wound
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* @param WoundDepth - Depth of the wound
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* @param WoundMaterial - Material for the wound
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* @param WoundEffect - Effect for the wound
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* @param CreateDecal - Whether to create a decal
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* @param DecalMaterial - Material for the decal
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* @param DecalSize - Size of the decal
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* @param DecalLifetime - Lifetime of the decal
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* @param AffectBoneHealth - Whether to affect bone health
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* @param BoneDamage - Amount of bone damage
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* @return True if the wound effect was applied successfully
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*/
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bool ApplyWoundEffect(float WoundSize, float WoundDepth, UMaterialInterface* WoundMaterial, UNiagaraSystem* WoundEffect, bool CreateDecal, UMaterialInterface* DecalMaterial, float DecalSize, float DecalLifetime, bool AffectBoneHealth, float BoneDamage);
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private:
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// The compiler containing the compiled graph
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UPROPERTY()
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TObjectPtr<UDismembermentCompiler> Compiler;
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// The target actor
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UPROPERTY()
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TObjectPtr<AActor> TargetActor;
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// The target skeletal mesh component
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UPROPERTY()
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TObjectPtr<USkeletalMeshComponent> TargetSkeletalMesh;
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// Selected bones
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UPROPERTY()
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TArray<FName> SelectedBones;
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// Find the target skeletal mesh component
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bool FindTargetSkeletalMesh();
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// Execute a node
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bool ExecuteNode(int32 NodeIndex);
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};
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