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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "GCS_BulletStructLibrary.h"
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#include "Components/ActorComponent.h"
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#include "GCS_BulletSystemComponent.generated.h"
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/**
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* @note WIP
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*/
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UCLASS(Abstract, ClassGroup=(GCS), meta=(BlueprintSpawnableComponent))
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class GENERICCOMBATSYSTEM_API UGCS_BulletSystemComponent : public UActorComponent
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{
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GENERATED_BODY()
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public:
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// Sets default values for this component's properties
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UGCS_BulletSystemComponent();
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protected:
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// Called when the game starts
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virtual void BeginPlay() override;
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public:
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/**
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* Gets the bullet system component from an actor.
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* 从Actor获取子弹系统组件。
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* @param Actor The actor to query. 要查询的Actor。
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* @return The bullet system component. 子弹系统组件。
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*/
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UFUNCTION(BlueprintCallable, BlueprintPure, Category = "GCS|BulletSystem", Meta = (DefaultToSelf="Actor"))
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static UGCS_BulletSystemComponent* GetBulletSystemComponent(const AActor* Actor);
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/**
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* Finds the bullet system component on an actor.
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* 在Actor上查找子弹系统组件。
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* @param Actor The actor to query. 要查询的Actor。
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* @param Component The found component (output). 找到的组件(输出)。
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* @return True if found. 如果找到返回true。
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*/
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UFUNCTION(BlueprintCallable, Category = "GCS|BulletSystem", Meta = (DefaultToSelf="Actor", ExpandBoolAsExecs="ReturnValue"))
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static bool FindBulletSystemComponent(const AActor* Actor, UGCS_BulletSystemComponent*& Component);
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UFUNCTION(BlueprintCallable, BlueprintPure, Category = "GCS|BulletSystem")
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void SpawnBullet(const FGCS_BulletSpawnParameters& SpawnParameters);
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// virtual TArray<AGCS_BulletInstance*> SpawnBulletInternal(const FGCS_BulletSpawnParameters& SpawnParameters);
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};
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