Add Health Components
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "HealthComponent.h"
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// Sets default values for this component's properties
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UHealthComponent::UHealthComponent()
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{
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// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
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// off to improve performance if you don't need them.
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PrimaryComponentTick.bCanEverTick = false;
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// ...
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}
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void UHealthComponent::TakeDamage()
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{
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}
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void UHealthComponent::DecrementHealth(float value)
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{
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value *= !CanDamage;
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CurrentHealth -= value;
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if (CurrentHealth <= 0.0f)
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{
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// TODO: Call some death logic here
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OnDeath.ExecuteIfBound();
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}
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}
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void UHealthComponent::IncrementHealth(float value)
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{
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CurrentHealth += value;
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if (CurrentHealth > MaxHealth)
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{
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CurrentHealth = MaxHealth;
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}
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}
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float UHealthComponent::GetMaxHealth()
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{
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return MaxHealth;
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}
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void UHealthComponent::SetMaxHealth(float value)
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{
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MaxHealth = value;
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}
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float UHealthComponent::GetCurrentHealth()
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{
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return CurrentHealth;
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}
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void UHealthComponent::SetCurrentHealth(float value)
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{
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// TODO: We might want to add some extra checking here
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CurrentHealth = value;
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}
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void UHealthComponent::ResetHealth()
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{
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CurrentHealth = MaxHealth;
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}
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void UHealthComponent::RecoverHealth(float value)
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{
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// TODO: We might want to add some extra checking here
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IncrementHealth(value);
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}
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bool UHealthComponent::GetIsDead()
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{
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return IsDead;
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}
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void UHealthComponent::SetIsDead(bool isDead)
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{
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IsDead = isDead;
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}
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bool UHealthComponent::GetCanDamage()
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{
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return CanDamage;
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}
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void UHealthComponent::SetCanDamage(bool canDamage)
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{
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CanDamage = canDamage;
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}
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// Called when the game starts
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void UHealthComponent::BeginPlay()
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{
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Super::BeginPlay();
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// ...
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}
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// 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 "Components/ActorComponent.h"
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#include "HealthComponent.generated.h"
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DECLARE_DELEGATE(FOnDeathDelegate)
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UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
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class NAKATOMI_API UHealthComponent : public UActorComponent
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{
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GENERATED_BODY()
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public:
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FOnDeathDelegate OnDeath;
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private:
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UPROPERTY(EditDefaultsOnly)
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float MaxHealth = 100.f;
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UPROPERTY(VisibleAnywhere)
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float CurrentHealth;
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bool IsDead = false;
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bool CanDamage;
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public:
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// Sets default values for this component's properties
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UHealthComponent();
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UFUNCTION()
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void TakeDamage();
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UFUNCTION()
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void DecrementHealth(float value);
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UFUNCTION()
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void IncrementHealth(float value);
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UFUNCTION()
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float GetMaxHealth();
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UFUNCTION()
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void SetMaxHealth(float value);
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UFUNCTION()
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float GetCurrentHealth();
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UFUNCTION()
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void SetCurrentHealth(float value);
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UFUNCTION()
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void ResetHealth();
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UFUNCTION()
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void RecoverHealth(float healing);
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UFUNCTION()
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bool GetIsDead();
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UFUNCTION()
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void SetIsDead(bool isDead);
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UFUNCTION()
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bool GetCanDamage();
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UFUNCTION()
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void SetCanDamage(bool canDamage);
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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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};
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@ -0,0 +1,9 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "PlayerHealthComponent.h"
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void UPlayerHealthComponent::BeginPlay()
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{
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Super::BeginPlay();
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}
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@ -0,0 +1,20 @@
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// 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 "HealthComponent.h"
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#include "PlayerHealthComponent.generated.h"
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/**
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*
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*/
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UCLASS()
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class NAKATOMI_API UPlayerHealthComponent : public UHealthComponent
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{
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GENERATED_BODY()
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protected:
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virtual void BeginPlay() override;
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};
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