// Project Lab - NHTV Igad #pragma once #include "GameFramework/Actor.h" #include "BossBarageBunny.generated.h" UCLASS() class UNREALPROJECT_API ABossBarageBunny : public ACharacter { GENERATED_BODY() public: ABossBarageBunny(); virtual void BeginPlay() override; virtual void Tick( float DeltaSeconds ) override; UPROPERTY(EditAnywhere, Category = "Bunny") class UParticleSystemComponent* BeamEmitter; UFUNCTION(BlueprintCallable, Category = "Bunny") void Setup(class AActor* boss, float lifeTime); UFUNCTION(BlueprintCallable, Category = "Bunny") void ClearBoss(); UPROPERTY(Replicated) class AActor* boss; private: float m_lifeTime; };