vampires/Source/vampires/EnemyCharacter.h

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// Louis Hobbs | 2024-2025
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#pragma once
#include "CoreMinimal.h"
#include "VampireCharacter.h"
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#include "Interfaces/Enemyable.h"
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#include "EnemyCharacter.generated.h"
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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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private:
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UPROPERTY(EditDefaultsOnly, Meta = (AllowPrivateAccess = "true"))
UBehaviorTree* BehaviorTree = nullptr;
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UObjectPoolComponent* ObjectPoolComponent = nullptr;
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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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private:
UFUNCTION()
void ResetHealth();
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};