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GunComponent.h
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#pragma once
#include <Component.h>
#include "VisPredStructs.h"
struct GunComponent :
public Component
{
VP_JSONBODY(GunComponent, Type, ThrowDamage, Damage1, Damage2, Damage3, BulletSpeed, BulletSize, ShotGunDistance, BulletPrefab, MuzzleEffectPointLightPrefab, SoundKey_GunSound, SoundKey_GunDrop, Volume_GunDrop, Volume_GunSound, CurrentBullet, CoolTime, Bullets, RecoilPos, RecoilMaxXY, RecoilBack, RecoilPercent, RecoilTime)
VisPred::Game::GunType Type;
std::weak_ptr<Entity> SoundEntity{};
std::string BulletPrefab{};
std::string MuzzleEffectPointLightPrefab{};
std::string SoundKey_GunSound{};
std::string SoundKey_GunDrop{};
std::string SoundKey_GunHit{};
int Volume_GunDrop{};
int Volume_GunSound{};
int Volume_GunHit{};
uint32_t CurrentBullet =10;
uint32_t Bullets{};
float CoolTime{};
int ThrowDamage{};
int Damage1{};
int Damage2{};
int Damage3{};
VPMath::Vector2 BulletSize{};
float BulletSpeed{};
float ShotGunDistance{};
bool IsGrapped{};
bool IsEmpty = false;
uint32_t GrappedEntityID{};
VPMath::Vector2 RecoilPos{};
VPMath::Vector2 RecoilMaxXY{};
float RecoilBack{};
float RecoilPercent{};
float RecoilTime{};
};