MovementArrow functionality; StarFog implemented; Refactoring

This commit is contained in:
2022-06-01 20:25:33 +02:00
parent 21f7dd4e67
commit aa02fb8093
10 changed files with 269 additions and 33 deletions
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#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "HexVector.h"
#include "MovementArrow.generated.h"
class USceneComponent;
class UStaticMeshComponent;
class AAdventureMap;
UCLASS()
class FRAY_API AMovementArrow : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AMovementArrow();
UPROPERTY(BlueprintReadOnly, Category = "Config")
AAdventureMap* MapRef;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Config")
USceneComponent* SceneComponent;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Variant")
UStaticMeshComponent* MeshStraight;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Variant")
UStaticMeshComponent* MeshRight;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Variant")
UStaticMeshComponent* MeshRightSharp;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Variant")
UStaticMeshComponent* MeshLeftSharp;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Variant")
UStaticMeshComponent* MeshLeft;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Variant")
TArray<UStaticMeshComponent*> MeshVariants;
UFUNCTION(BlueprintCallable, Category = "Variant")
void SetVariant(FHexVector InVec, FHexVector OutVec);
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
};