vampires/Source/vampires/EnemyCharacter.h

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// Louis Hobbs | 2024-2025
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#pragma once
#include "CoreMinimal.h"
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#include "PickupDataAsset.h"
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#include "VampireCharacter.h"
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#include "Interfaces/Enemyable.h"
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#include "EnemyCharacter.generated.h"
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class USphereComponent;
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class UObjectPoolComponent;
class UBehaviorTree;
class AEXPPickup;
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/**
*
*/
UCLASS()
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class VAMPIRES_API AEnemyCharacter : public AVampireCharacter, public IEnemyable
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{
GENERATED_BODY()
public:
UPROPERTY(EditDefaultsOnly)
TSubclassOf<AEXPPickup> EXPPickupTemplate = nullptr;
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UPROPERTY(EditDefaultsOnly)
TObjectPtr<USphereComponent> DamageSphere = nullptr;
UPROPERTY(EditDefaultsOnly)
float Damage = 5.0f;;
UPROPERTY(EditDefaultsOnly)
float AttackCooldown = 1.0f;
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private:
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UPROPERTY(EditDefaultsOnly, Meta = (AllowPrivateAccess = "true"))
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TObjectPtr<UBehaviorTree> BehaviorTree = nullptr;
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UPROPERTY()
TObjectPtr<UObjectPoolComponent> ObjectPoolComponent = nullptr;
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UPROPERTY()
TObjectPtr<UPickupDataAsset> PickupTemplate = nullptr;
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TArray<TObjectPtr<AActor>> Player;
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FTimerHandle DamageTimerHandle;
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public:
AEnemyCharacter(const FObjectInitializer& ObjectInitializer);
protected:
virtual void BeginPlay() override;
public:
virtual void Tick(float DeltaTime) override;
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UBehaviorTree* GetBehaviorTree();
UFUNCTION()
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virtual void OnDamaged(FDamageInfo damageInfo);
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UFUNCTION()
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virtual void OnDeath(FDamageInfo damageInfo);
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UFUNCTION()
virtual void LoadDataFromDataAsset_Implementation(UEnemyDataAsset* enemyDataAsset) override;
UFUNCTION()
virtual void ResetData_Implementation() override;
UFUNCTION()
virtual float GetCapsuleRadius_Implementation() override;
UFUNCTION()
virtual void SpawnController_Implementation() override;
UFUNCTION()
virtual UHealthComponent* GetEnemyHealthComponent_Implementation() override;
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UFUNCTION()
void OnDamageBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
void OnDamageEndOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
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private:
UFUNCTION()
void ResetHealth();
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void DamagePlayer();
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};