// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "MassEntityTraitBase.h" #include "MassObserverProcessor.h" #include "MassVelocityRandomizerTrait.generated.h" #define UE_API MASSMOVEMENT_API class UMassRandomVelocityInitializer; UCLASS(MinimalAPI, meta = (DisplayName = "Velocity Randomizer")) class UMassVelocityRandomizerTrait : public UMassEntityTraitBase { GENERATED_BODY() protected: UE_API virtual void BuildTemplate(FMassEntityTemplateBuildContext& BuildContext, const UWorld& World) const override; /** The speed is expressed in UnrealUnits per second, which usually translates to 0.01m/s */ UPROPERTY(Category = "Velocity", EditAnywhere, meta = (UIMin = 0.0, ClampMin = 0.0)) float MinSpeed = 0.f; /** The speed is expressed in UnrealUnits per second, which usually translates to 0.01m/s */ UPROPERTY(Category = "Velocity", EditAnywhere, meta = (UIMin = 1.0, ClampMin = 1.0)) float MaxSpeed = 200.f; UPROPERTY(Category = "Velocity", EditAnywhere) bool bSetZComponent = false; }; UCLASS(MinimalAPI) class UMassRandomVelocityInitializer : public UMassObserverProcessor { GENERATED_BODY() public: UE_API UMassRandomVelocityInitializer(); UE_API void SetParameters(const float InMinSpeed, const float InMaxSpeed, const bool bInSetZComponent); protected: UE_API virtual void ConfigureQueries(const TSharedRef& EntityManager) override; UE_API virtual void Execute(FMassEntityManager& EntityManager, FMassExecutionContext& Context) override; FMassEntityQuery EntityQuery; UPROPERTY() float MinSpeed = 0.f; /** The default max is set to 0 to enforce explicit configuration via SetParameters call. */ UPROPERTY() float MaxSpeed = 0.f; UPROPERTY() bool bSetZComponent = false; FRandomStream RandomStream; }; #undef UE_API