forked from vblanco20-1/UnrealJetpack
-
Notifications
You must be signed in to change notification settings - Fork 2
/
JetpackCharacter.h
52 lines (36 loc) · 1.23 KB
/
JetpackCharacter.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
// Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "JetpackCharacter.generated.h"
/**
*
*/
UCLASS()
class AJetpackCharacter : public AShooterCharacter
{
GENERATED_UCLASS_BODY()
UPROPERTY(Transient, Replicated)
uint8 bIsUsingJetpack : 1;
UFUNCTION(BlueprintCallable, Category=Jetpack)
virtual void StartJetpack();
UFUNCTION(BlueprintCallable, Category=Jetpack)
virtual void StopJetpack();
virtual void DisableJetpack();
virtual void EnableJetpack();
int WallJumpTraces;
float WallJumpTraceDistance;
UFUNCTION(BlueprintCallable, Category = Jetpack)
void WallJump();
bool bIsJetpackEnabled;
/**This is the time the jetpack has to cool down, when you deplete it completely */
UPROPERTY(Category="Jetpack", EditAnywhere, BlueprintReadWrite)
float JetpackRecovery;
UPROPERTY(Category="Jetpack", EditAnywhere, BlueprintReadWrite)
float WalljumpHorizontalStrenght;
UPROPERTY(Category="Jetpack", EditAnywhere, BlueprintReadWrite)
float WalljumpUpwardsStrenght;
UFUNCTION(reliable, server,WithValidation)
virtual void ServerSetJetpack(bool bNewJetpack);
UFUNCTION(reliable, server, WithValidation)
virtual void ServerAddForce(FVector force);
virtual bool CanJump() const OVERRIDE;
};