65 lines
1.8 KiB
C++
65 lines
1.8 KiB
C++
// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Pawn.h"
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#include "BasePawn.generated.h"
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UCLASS()
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class TOONTANKS_API ABasePawn : public APawn
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{
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GENERATED_BODY()
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public:
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// Sets default values for this pawn's properties
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ABasePawn();
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//test uprops
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UPROPERTY(VisibleInstanceOnly)
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int32 VisibleIstanceOnlyInt = 11;
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UPROPERTY(EditAnywhere, BlueprintReadOnly)
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int32 EditAnywhereInt = 22;
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UPROPERTY(VisibleDefaultsOnly)
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int32 VisibleDefaultOnlyInt = 5;
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UPROPERTY(EditDefaultsOnly)
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int32 EditDefaultsOnlyInt = 9;
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UPROPERTY(EditInstanceOnly)
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int32 EditInstanceOnlyInt = 14;
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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private:
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components", meta = (AllowPrivateAccess = "true"))
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class UCapsuleComponent* CapsuleComp;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components", meta = (AllowPrivateAccess = "true"))
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UStaticMeshComponent* BaseMesh;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components", meta = (AllowPrivateAccess = "true"))
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UStaticMeshComponent* TurretMesh;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components", meta = (AllowPrivateAccess = "true"))
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USceneComponent* ProjectileSpawnPoint;
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//test uprops showing all that you can do with them
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/*UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Super Duper Variables", meta = (AllowPrivateAccess = "true"))
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float Speed = 400.f;*/
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UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Super Duper Variables", meta = (AllowPrivateAccess = "true"))
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int32 VisibleAnywhere = 12;
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public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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};
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