42 lines
1.4 KiB
C++
42 lines
1.4 KiB
C++
// Copyright Pacificao. 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 "AgrarianInteractable.h"
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#include "AgrarianWaterSource.generated.h"
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class UStaticMeshComponent;
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UCLASS(Blueprintable)
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class AGRARIANGAME_API AAgrarianWaterSource : public AActor, public IAgrarianInteractable
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{
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GENERATED_BODY()
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public:
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AAgrarianWaterSource();
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Agrarian|Water")
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TObjectPtr<UStaticMeshComponent> Mesh;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Agrarian|Water|Visuals")
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TObjectPtr<UStaticMeshComponent> WaterSurfaceProxy;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Agrarian|Water|Visuals")
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TObjectPtr<UStaticMeshComponent> StoneBankProxy;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Agrarian|Water|Visuals")
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TObjectPtr<UStaticMeshComponent> CollectMarkerProxy;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Water", meta = (ClampMin = "0"))
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float WaterRestoreAmount = 45.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Water")
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FText DisplayName;
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virtual FText GetInteractionText_Implementation(const AAgrarianGameCharacter* Interactor) const override;
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virtual bool CanInteract_Implementation(const AAgrarianGameCharacter* Interactor) const override;
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virtual void Interact_Implementation(AAgrarianGameCharacter* Interactor) override;
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};
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