70 lines
1.6 KiB
C++

// Louis Hobbs | 2024-2025
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "Weapon.generated.h"
class UPaperSprite;
class UWeaponDataAsset;
UCLASS()
class VAMPIRES_API AWeapon : public AActor
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
FText Name;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
FText Description;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
TObjectPtr<UTexture2D> Icon;
UPROPERTY(EditDefaultsOnly, Category = "Weapon Properties")
USoundBase* WeaponActivatedSoundBase = nullptr;
UPROPERTY(EditDefaultsOnly, Category = "Weapon Properties")
TObjectPtr<UPaperSprite> WeaponSprite = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
float WeaponCooldown = 1.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
float Damage;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
TArray<FText> UpgradeDescriptions;
int CurrentLevel = 0;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
int MaxLevel = 0;
private:
FTimerHandle WeaponTimerHandle;
public:
// Sets default values for this actor's properties
AWeapon();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
void ResetWeaponTimer();
public:
UFUNCTION(BlueprintNativeEvent)
void FireWeaponAction();
virtual void FireWeaponAction_Implementation();
UFUNCTION(BlueprintNativeEvent)
bool UpgradeWeapon();
virtual bool UpgradeWeapon_Implementation();
};