Files
FLESH/Source/FLESH/Public/Gore/BloodPool.h
2025-04-23 01:18:06 +08:00

44 lines
1.6 KiB
C++

// © 2021, Brock Marsh. All rights reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "BloodPool.generated.h"
UCLASS()
class FLESH_API ABloodPool : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
ABloodPool();
virtual void BeginPlay() override;
UPROPERTY(EditAnywhere, Category="FLESH|Gore")
TObjectPtr<class UBoxComponent> Collision;
UPROPERTY(EditAnywhere, Category="FLESH|Gore")
TObjectPtr<class UDecalComponent> Decal;
protected:
FVector RemapSizeForDecal(const FVector In) const;
public:
UPROPERTY(BlueprintReadWrite, Category="FLESH|Gore", meta=(ExposeOnSpawn="true", ToolTip="Adds a Delay before the Blood Decal Splatters"))
float StartDelay = 0.f;
UPROPERTY(BlueprintReadWrite, Category="FLESH|Gore", meta=(ExposeOnSpawn="true", ToolTip="The Lifetime of the blood before it dries up and fades away"))
float MaxLifetime = 60.f;
UPROPERTY(BlueprintReadWrite, Category="FLESH|Gore", meta=(ExposeOnSpawn="true", ToolTip="This is a wrapper for Decal Size"))
FVector DecalSize = FVector(100);
UPROPERTY(BlueprintReadWrite, Category="FLESH|Gore", meta=(ExposeOnSpawn="true", ToolTip="This can be used to set a relative rotation of the Decal"))
FRotator DecalRotation = FRotator(0);
UPROPERTY(BlueprintReadWrite, Category="FLESH|Gore", meta=(ExposeOnSpawn="true", ToolTip="This is the Time it will take in seconds to Lerp to the new Size and Location"))
float InterpTime = 0.3f;
UPROPERTY(BlueprintReadWrite, Category="FLESH|Gore", meta = (ExposeOnSpawn="true"))
TObjectPtr<UMaterialInterface> DecalMaterial = nullptr;
};