vampires/Source/vampires/HealthComponent.h
2025-07-29 22:06:42 +01:00

100 lines
1.8 KiB
C++

// Louis Hobbs | 2024-2025
#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_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnDamageDelegate, FDamageInfo, damageInfo);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnDeathDelegate, FDamageInfo, damageInfo);
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()
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 bIsDead);
UFUNCTION()
bool GetCanDamage();
UFUNCTION()
void SetCanDamage(bool bCanDamage);
protected:
// Called when the game starts
virtual void BeginPlay() override;
UFUNCTION()
void IncrementHealth(float Value);
};