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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 | // Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CommonUserWidget.h"
#include "LyraReticleWidgetBase.generated.h"
class ULyraInventoryItemInstance;
class ULyraWeaponInstance;
class UObject;
struct FFrame;
UCLASS(Abstract)
class ULyraReticleWidgetBase : public UCommonUserWidget
{
GENERATED_BODY()
public:
ULyraReticleWidgetBase(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
UFUNCTION(BlueprintImplementableEvent)
void OnWeaponInitialized();
UFUNCTION(BlueprintCallable)
void InitializeFromWeapon(ULyraWeaponInstance* InWeapon);
/** Returns the current weapon's diametrical spread angle, in degrees */
UFUNCTION(BlueprintCallable, BlueprintPure)
float ComputeSpreadAngle() const;
/** Returns the current weapon's maximum spread radius in screenspace units (pixels) */
UFUNCTION(BlueprintCallable, BlueprintPure)
float ComputeMaxScreenspaceSpreadRadius() const;
/**
* Returns true if the current weapon is at 'first shot accuracy'
* (the weapon allows it and it is at min spread)
*/
UFUNCTION(BlueprintCallable, BlueprintPure)
bool HasFirstShotAccuracy() const;
protected:
UPROPERTY(BlueprintReadOnly)
TObjectPtr<ULyraWeaponInstance> WeaponInstance;
UPROPERTY(BlueprintReadOnly)
TObjectPtr<ULyraInventoryItemInstance> InventoryInstance;
};
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