| // Copyright Epic Games, Inc. All Rights Reserved. | |
| 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; | |
| }; | |