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