98 lines
1.7 KiB
C++
98 lines
1.7 KiB
C++
// 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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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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{
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GENERATED_BODY()
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public:
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FOnDamageDelegate OnDamaged;
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FOnDeathDelegate OnDeath;
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protected:
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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 = true;
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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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virtual void TakeDamage(AActor* damagedActor, float damage, const UDamageType* damageType, AController* instigatedBy,
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AActor* damageCauser);
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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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