2025-04-02 23:48:25 +01:00

95 lines
2.1 KiB
C++

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