File size: 2,373 Bytes
7fd553e | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 | // Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Engine/DataAsset.h"
#include "LyraPickupDefinition.generated.h"
class ULyraInventoryItemDefinition;
class UNiagaraSystem;
class UObject;
class USoundBase;
class UStaticMesh;
/**
*
*/
UCLASS(MinimalAPI, Blueprintable, BlueprintType, Const, Meta = (DisplayName = "Lyra Pickup Data", ShortTooltip = "Data asset used to configure a pickup."))
class ULyraPickupDefinition : public UDataAsset
{
GENERATED_BODY()
public:
//Defines the pickup's actors to spawn, abilities to grant, and tags to add
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Pickup|Equipment")
TSubclassOf<ULyraInventoryItemDefinition> InventoryItemDefinition;
//Visual representation of the pickup
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Pickup|Mesh")
TObjectPtr<UStaticMesh> DisplayMesh;
//Cool down time between pickups in seconds
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Pickup")
int32 SpawnCoolDownSeconds;
//Sound to play when picked up
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Pickup")
TObjectPtr<USoundBase> PickedUpSound;
//Sound to play when pickup is respawned
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Pickup")
TObjectPtr<USoundBase> RespawnedSound;
//Particle FX to play when picked up
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Pickup")
TObjectPtr<UNiagaraSystem> PickedUpEffect;
//Particle FX to play when pickup is respawned
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Pickup")
TObjectPtr<UNiagaraSystem> RespawnedEffect;
};
UCLASS(MinimalAPI, Blueprintable, BlueprintType, Const, Meta = (DisplayName = "Lyra Weapon Pickup Data", ShortTooltip = "Data asset used to configure a weapon pickup."))
class ULyraWeaponPickupDefinition : public ULyraPickupDefinition
{
GENERATED_BODY()
public:
//Sets the height of the display mesh above the Weapon spawner
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Pickup|Mesh")
FVector WeaponMeshOffset;
//Sets the height of the display mesh above the Weapon spawner
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Pickup|Mesh")
FVector WeaponMeshScale = FVector(1.0f, 1.0f, 1.0f);
};
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