blob: a9efb7e0fb77b52752058a35f01399798c7db096 (
plain)
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
|
#pragma once
#include <libultraship.h>
#include "engine/registry/RegisterContent.h"
#include "engine/Actor.h"
#include "engine/CoreMath.h"
#include "engine/SpawnParams.h"
#include "engine/CoreMath.h"
// Falls from the sky bouncing off of geography until it goes through water.
// Then after a brief period of time, respawns.
class AFallingRock : public AActor {
public:
explicit AFallingRock(SpawnParams params);
~AFallingRock() {
_count -= 1;
};
// This is simply a helper function to keep Spawning code clean
// @arg respawnTimer default game used 60, 120, 180 as the timer. Time until respawn after reaching the bottom?
static AFallingRock* Spawn(FVector pos, int16_t respawnTimer) {
SpawnParams params = {
.Name = "mk:falling_rock",
.Behaviour = respawnTimer,
.Location = pos,
};
return dynamic_cast<AFallingRock*>(AddActorToWorld<AFallingRock>(params));
}
int16_t TimerLength = 80;
virtual void SetSpawnParams(SpawnParams& params) override;
virtual bool IsMod() override;
virtual void Tick() override;
virtual void Draw(Camera*) override;
virtual void DrawEditorProperties() override;
void Reset();
private:
uint32_t RespawnTimer = 0;
static size_t _count;
size_t _idx;
};
|