This commit is contained in:
Nalobin Egor
2023-11-19 19:30:07 +11:00
parent c88bdf1ff0
commit 91fb0eb3da
13 changed files with 409 additions and 0 deletions

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// Fill out your copyright notice in the Description page of Project Settings.
#include "BaseWeapon.h"
// Sets default values
ABaseWeapon::ABaseWeapon()
{
PrimaryActorTick.bCanEverTick = false;
Root = CreateDefaultSubobject<USceneComponent>(TEXT("Root"));
RootComponent = Root;
WeaponMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Weapon"));
WeaponMeshComponent->SetupAttachment(Root);
}
// Called when the game starts or when spawned
void ABaseWeapon::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
// void ABaseWeapon::Tick(float DeltaTime)
// {
// Super::Tick(DeltaTime);
// }

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "BaseWeapon.generated.h"
UCLASS(Abstract)
class CODREMAKE_API ABaseWeapon : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
ABaseWeapon();
UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
float Damage;
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
// virtual void Tick(float DeltaTime) override;
UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
TObjectPtr<USceneComponent> Root;
UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
TObjectPtr<USkeletalMeshComponent> WeaponMeshComponent;
};