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item_Explosive.h
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/
item_Explosive.h
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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Item.h"
#include "item_Explosive.generated.h"
/**
*
*/
UCLASS()
class UNREALCPPTEST_API Aitem_Explosive : public AItem
{
GENERATED_BODY()
public:
Aitem_Explosive();
// 不用UFUNCTION 因為 parent 已經有了
virtual void OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult &SweepResult) override;
virtual void OnEndOverlap (UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex) override;
UPROPERTY(EditAnywhere,BlueprintReadWrite,Category ="Damage")
float Damage;
UPROPERTY(EditAnywhere,BlueprintReadWrite,Category = "Damage")
TSubclassOf<UDamageType> DamageTypeClass;
};