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#pragma once
#include <libultraship.h>
#include <libultra/gbi.h>
#include "engine/CoreMath.h"
#include "engine/registry/RegisterContent.h"
#include "engine/Actor.h"
class AShip : public AActor {
public:
enum Skin : int16_t {
GHOSTSHIP,
SHIP2,
SHIP3,
};
explicit AShip(const SpawnParams& params);
virtual ~AShip() = default;
// This is simply a helper function to keep Spawning code clean
static AShip* Spawn(FVector pos, IRotator rot, FVector scale, int16_t skin) {
SpawnParams params = {
.Name = "hm:ship",
.Type = skin, // which ship model to use
.Location = pos,
.Rotation = rot,
.Scale = scale,
};
return dynamic_cast<AShip*>(AddActorToWorld<AShip>(params));
}
AShip::Skin SpawnSkin = Skin::GHOSTSHIP;
virtual void SetSpawnParams(SpawnParams& params) override;
virtual void Tick() override;
virtual void BeginPlay() override;
virtual bool IsMod() override;
virtual void DrawEditorProperties() override;
private:
Gfx* _skin;
};
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