Nakatomi/Source/Nakatomi/HealthComponent.h

82 lines
1.3 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "HealthComponent.generated.h"
DECLARE_DELEGATE(FOnDeathDelegate)
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class NAKATOMI_API UHealthComponent : public UActorComponent
{
GENERATED_BODY()
public:
FOnDeathDelegate OnDeath;
private:
UPROPERTY(EditDefaultsOnly)
float MaxHealth = 100.f;
UPROPERTY(VisibleAnywhere)
float CurrentHealth;
bool IsDead = false;
bool CanDamage;
public:
// Sets default values for this component's properties
UHealthComponent();
UFUNCTION()
void TakeDamage();
UFUNCTION()
void DecrementHealth(float value);
UFUNCTION()
void IncrementHealth(float value);
UFUNCTION()
float GetMaxHealth();
UFUNCTION()
void SetMaxHealth(float value);
UFUNCTION()
float GetCurrentHealth();
UFUNCTION()
void SetCurrentHealth(float value);
UFUNCTION()
void ResetHealth();
UFUNCTION()
void RecoverHealth(float healing);
UFUNCTION()
bool GetIsDead();
UFUNCTION()
void SetIsDead(bool isDead);
UFUNCTION()
bool GetCanDamage();
UFUNCTION()
void SetCanDamage(bool canDamage);
protected:
// Called when the game starts
virtual void BeginPlay() override;
};