text: // Fill out your copyright notice in the Description page of Project Settings.
  
  #pragma once
  
  #include "GameFramework/Actor.h"
  #include "ConveyorBelt.generated.h"
  
  UCLASS()
  class LD32_API AConveyorBelt : public AActor
  {
  	GENERATED_BODY()
  	
  public:	
  	// Sets default values for this actor's properties
  	AConveyorBelt(const class FObjectInitializer &objectInitializer);
  
  	// Called when the game starts or when spawned
  	virtual void BeginPlay() override;
  	
  	// Called every frame
  	virtual void Tick( float DeltaSeconds ) override;
  
  protected:
  
  	UFUNCTION()
  		void OnOverlapEnter(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
  	UFUNCTION()
  		void OnOverlapExit(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex);
  
  private:
  
  	UPROPERTY(VisibleAnywhere, Category = Sprite)
  	class UPaperFlipbookComponent *sprite;
  
  	UPROPERTY(VisibleAnyWhere, Category = Behaviour)
  	class UBoxComponent *collider;
  	
  	UPROPERTY(EditAnyWhere, Category = Behavior)
  	float direction;
  
  	UPROPERTY(EditAnyWhere, Category = Behavior)
  	float velocity;
  
  	class AMainCharacter *character;
  
  };
  