68 lines
1.9 KiB
C++
68 lines
1.9 KiB
C++
#pragma once
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#include "LuaPawn.h"
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#include "Level/Actor/Components/BusyPawnMovement.h"
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#include "Level/Actor/Components/BusyAbilitySystemComponent.h"
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#include "BusyPawnBase.generated.h"
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class USphereComponent;
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class USpineBoneFollowerComponent;
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class USpineSkeletonRendererComponent;
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class USpineSkeletonAnimationComponent;
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class UBusyPawnMovementComponent;
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UCLASS()
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class ABusyPawnBase : public ALuaPawn, public IBusyMovable
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{
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GENERATED_BODY()
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public:
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ABusyPawnBase();
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virtual void BeginPlay()override;
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virtual float GetSpeed_Implementation()const override;
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protected:
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UPROPERTY(EditDefaultsOnly)
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TObjectPtr<USceneComponent> RootScene; //场景根组件
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/*-----------------------------碰撞相关组件-----------------------------*/
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UPROPERTY(EditDefaultsOnly)
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TObjectPtr<USphereComponent> SphereComponent;
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/*-------------------------------------------------------------------*/
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/*----------------------------spine相关组件----------------------------*/
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UPROPERTY(EditDefaultsOnly)
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TObjectPtr<USceneComponent> SpineRoot;
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UPROPERTY(EditDefaultsOnly)
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TObjectPtr<USpineSkeletonRendererComponent> SpineRenderComponent;
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UPROPERTY(EditAnywhere, BlueprintReadOnly)
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TObjectPtr<USpineSkeletonAnimationComponent> SpineAnimationComponent;
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/*-------------------------------------------------------------------*/
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/*-----------------------------GAS相关--------------------------------*/
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UPROPERTY(EditAnywhere, BlueprintReadOnly)
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TObjectPtr<UBusyAbilitySystemComponent> AbilitySystemComponent;
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/*-------------------------------------------------------------------*/
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public:
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/*-------------------------------移动组件------------------------------*/
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UPROPERTY(EditAnywhere, BlueprintReadOnly)
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TObjectPtr<UBusyPawnMovement> MovementComponent;
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/*-------------------------------------------------------------------*/
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protected:
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UPROPERTY(EditAnywhere)
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FString DefaultSkinName;
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UPROPERTY(EditAnywhere)
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FString DefaultAnimationName;
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};
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