Files
RailWorker2/Source/railwayWorker/RailwayCarriage.h
T

74 lines
2.2 KiB
C++

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