74 lines
2.2 KiB
C++
74 lines
2.2 KiB
C++
// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Actor.h"
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#include "RailwayCarriage.generated.h"
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//~~~~~ Forward Declarations~~~~~
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UCLASS()
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class RAILWAYWORKER_API ARailwayCarriage : public AActor
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{
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GENERATED_BODY()
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public:
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// Sets default values for this actor's properties
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ARailwayCarriage();
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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//root component
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UPROPERTY(BlueprintReadWrite)
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USceneComponent* Root;
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// meshes
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UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = "Meshes")
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UStaticMeshComponent* railwayBody;
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UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = "Meshes")
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UStaticMeshComponent* wheel_0;
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UPROPERTY(EditAnyWhere, BlueprintReadWrite,Category = "Meshes")
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UStaticMeshComponent* wheel_1;
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UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = "Meshes")
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UStaticMeshComponent* wheel_2;
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UPROPERTY(EditAnyWhere, BlueprintReadWrite,Category = "Meshes")
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UStaticMeshComponent* wheel_3;
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UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category ="Location")
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FVector oldLocation;
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// name railway carriage
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UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = "Name")
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FName nameCarriage;
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// components to focus camera
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UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = "SupportComponent")
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USceneComponent* dotCoordinate_0;
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UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = "SupportComponent")
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USceneComponent* dotCoordinate_1;
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UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = "SupportComponent")
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USceneComponent* dotCoordinate_2;
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UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = "SupportComponent")
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USceneComponent* dotCoordinate_3;
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UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = "SupportComponent")
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USceneComponent* dotCoordinate_4;
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UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = "SupportComponent")
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USceneComponent* dotCoordinate_5;
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UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = "SupportComponent")
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USceneComponent* dotCoordinate_6;
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UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = "SupportComponent")
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USceneComponent* dotCoordinate_7;
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public:
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// Called every frame
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//virtual void Tick(float DeltaTime) override;
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};
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