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AgrarianGameArchive/Source/AgrarianGame/AgrarianCampfire.h
T

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1.8 KiB
C++

// Copyright Pacificao. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "AgrarianInteractable.h"
#include "AgrarianCampfire.generated.h"
class UPointLightComponent;
class UStaticMeshComponent;
UCLASS(Blueprintable)
class AAgrarianCampfire : public AActor, public IAgrarianInteractable
{
GENERATED_BODY()
public:
AAgrarianCampfire();
virtual void Tick(float DeltaSeconds) override;
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Agrarian|Fire")
TObjectPtr<UStaticMeshComponent> Mesh;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Agrarian|Fire")
TObjectPtr<UPointLightComponent> FireLight;
UPROPERTY(EditAnywhere, BlueprintReadWrite, ReplicatedUsing = OnRep_FireState, Category = "Agrarian|Fire")
bool bLit = false;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Replicated, Category = "Agrarian|Fire", meta = (ClampMin = "0"))
float FuelSeconds = 0.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Fire", meta = (ClampMin = "0"))
float WarmthRadius = 550.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Fire", meta = (ClampMin = "0"))
float WarmthPerSecond = 0.02f;
virtual FText GetInteractionText_Implementation(const AAgrarianGameCharacter* Interactor) const override;
virtual bool CanInteract_Implementation(const AAgrarianGameCharacter* Interactor) const override;
virtual void Interact_Implementation(AAgrarianGameCharacter* Interactor) override;
UFUNCTION(BlueprintCallable, Category = "Agrarian|Fire")
void AddFuel(float Seconds);
protected:
UFUNCTION()
void OnRep_FireState();
void UpdateVisualState();
void WarmNearbyCharacters(float DeltaSeconds);
};