Add HealthComponent

This commit is contained in:
baz 2024-06-12 18:29:05 +01:00
parent c6059578ac
commit a0a503f836
4 changed files with 213 additions and 0 deletions

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@ -0,0 +1,108 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "HealthComponent.h"
// Sets default values for this component's properties
UHealthComponent::UHealthComponent()
{
// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
// off to improve performance if you don't need them.
PrimaryComponentTick.bCanEverTick = false;
// ...
}
void UHealthComponent::TakeDamage(AActor* damagedActor, float damage, const UDamageType* damageType,
AController* instigatedBy, AActor* damageCauser)
{
if (damagedActor == nullptr || IsDead || !CanDamage)
{
return;
}
CurrentHealth -= damage;
OnDamaged.ExecuteIfBound({damagedActor, damage, damageType, instigatedBy, damageCauser});
if (CurrentHealth <= 0.0f)
{
IsDead = true;
OnDeath.ExecuteIfBound({damagedActor, damage, damageType, instigatedBy, damageCauser});
}
}
void UHealthComponent::IncrementHealth(float value)
{
CurrentHealth += value;
if (CurrentHealth > MaxHealth)
{
CurrentHealth = MaxHealth;
}
}
float UHealthComponent::GetMaxHealth()
{
return MaxHealth;
}
void UHealthComponent::SetMaxHealth(float value)
{
MaxHealth = value;
}
float UHealthComponent::GetCurrentHealth()
{
return CurrentHealth;
}
void UHealthComponent::SetCurrentHealth(float value)
{
CurrentHealth = value;
if (CurrentHealth > MaxHealth)
{
CurrentHealth = MaxHealth;
}
}
void UHealthComponent::ResetHealth()
{
CurrentHealth = MaxHealth;
}
void UHealthComponent::RecoverHealth(float value)
{
// TODO: We might want to add some extra checking here
IncrementHealth(value);
}
bool UHealthComponent::GetIsDead()
{
return IsDead;
}
void UHealthComponent::SetIsDead(bool isDead)
{
IsDead = isDead;
}
bool UHealthComponent::GetCanDamage()
{
return CanDamage;
}
void UHealthComponent::SetCanDamage(bool canDamage)
{
CanDamage = canDamage;
}
// Called when the game starts
void UHealthComponent::BeginPlay()
{
Super::BeginPlay();
ResetHealth();
}

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@ -0,0 +1,98 @@
// 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"
USTRUCT()
struct FDamageInfo
{
GENERATED_BODY()
UPROPERTY()
AActor* DamagedActor;
UPROPERTY()
float Damage;
UPROPERTY()
const UDamageType* DamageType;
UPROPERTY()
AController* InstigatedBy;
UPROPERTY()
AActor* DamageCauser;
};
DECLARE_DELEGATE_OneParam(FOnDamageDelegate, FDamageInfo)
DECLARE_DELEGATE_OneParam(FOnDeathDelegate, FDamageInfo)
UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
class VAMPIRES_API UHealthComponent : public UActorComponent
{
GENERATED_BODY()
public:
FOnDamageDelegate OnDamaged;
FOnDeathDelegate OnDeath;
protected:
UPROPERTY(EditDefaultsOnly)
float MaxHealth = 100.f;
UPROPERTY(VisibleAnywhere)
float CurrentHealth;
bool IsDead = false;
bool CanDamage = true;
public:
// Sets default values for this component's properties
UHealthComponent();
UFUNCTION()
virtual void TakeDamage(AActor* damagedActor, float damage, const UDamageType* damageType,
AController* instigatedBy,
AActor* damageCauser);
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;
};

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@ -26,6 +26,9 @@ APlayerCharacter::APlayerCharacter()
CameraComponent->bUsePawnControlRotation = false; CameraComponent->bUsePawnControlRotation = false;
CameraComponent->SetProjectionMode(ECameraProjectionMode::Type::Orthographic); CameraComponent->SetProjectionMode(ECameraProjectionMode::Type::Orthographic);
CameraComponent->SetOrthoWidth(4000.0f); CameraComponent->SetOrthoWidth(4000.0f);
// Create Health Component
HealthComponent = CreateDefaultSubobject<UHealthComponent>(TEXT("Health Component"));
} }
void APlayerCharacter::BeginPlay() void APlayerCharacter::BeginPlay()

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@ -3,6 +3,7 @@
#pragma once #pragma once
#include "CoreMinimal.h" #include "CoreMinimal.h"
#include "HealthComponent.h"
#include "VampireCharacter.h" #include "VampireCharacter.h"
#include "Camera/CameraComponent.h" #include "Camera/CameraComponent.h"
#include "GameFramework/SpringArmComponent.h" #include "GameFramework/SpringArmComponent.h"
@ -33,6 +34,9 @@ public:
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite) UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
UInputAction* MovementAction; UInputAction* MovementAction;
UPROPERTY()
UHealthComponent* HealthComponent;
public: public:
APlayerCharacter(); APlayerCharacter();