Update HealthComponent Functionality
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@ -13,20 +13,21 @@ UHealthComponent::UHealthComponent()
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// ...
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}
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void UHealthComponent::TakeDamage()
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void UHealthComponent::TakeDamage(AActor* damagedActor, float damage, const UDamageType* damageType, AController* instigatedBy, AActor* damageCauser)
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{
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}
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if (damagedActor == nullptr || IsDead || !CanDamage)
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{
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return;
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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 -= damage;
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CurrentHealth -= value;
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OnDamaged.ExecuteIfBound({ damagedActor, damage, damageType, instigatedBy, damageCauser });
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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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IsDead = true;
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OnDeath.ExecuteIfBound({ damagedActor, damage, damageType, instigatedBy, damageCauser });
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}
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}
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@ -102,7 +103,7 @@ void UHealthComponent::BeginPlay()
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{
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Super::BeginPlay();
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// ...
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ResetHealth();
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}
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@ -6,7 +6,29 @@
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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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USTRUCT()
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struct FDamageInfo
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{
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GENERATED_BODY()
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UPROPERTY()
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AActor* DamagedActor;
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UPROPERTY()
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float Damage;
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UPROPERTY()
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const class UDamageType* DamageType;
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UPROPERTY()
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class AController* InstigatedBy;
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UPROPERTY()
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AActor* DamageCauser;
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};
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DECLARE_DELEGATE_OneParam(FOnDamageDelegate, FDamageInfo)
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DECLARE_DELEGATE_OneParam(FOnDeathDelegate, FDamageInfo)
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UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
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class NAKATOMI_API UHealthComponent : public UActorComponent
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@ -15,6 +37,7 @@ class NAKATOMI_API UHealthComponent : public UActorComponent
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public:
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FOnDamageDelegate OnDamaged;
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FOnDeathDelegate OnDeath;
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private:
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@ -27,7 +50,7 @@ private:
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bool IsDead = false;
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bool CanDamage;
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bool CanDamage = true;
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public:
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@ -35,10 +58,7 @@ public:
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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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void TakeDamage(AActor* damagedActor, float damage, const UDamageType* damageType, AController* instigatedBy, AActor* damageCauser);
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UFUNCTION()
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void IncrementHealth(float value);
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