#pragma once #include "CoreMinimal.h" #include "CharacterStateComponent.h" #include "PassedOutStateComponent.generated.h" class UDialogDataAsset; UCLASS(Blueprintable, MinimalAPI, ClassGroup=Custom, meta=(BlueprintSpawnableComponent)) class UPassedOutStateComponent : public UCharacterStateComponent { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UDialogDataAsset* ReviveShout; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool bAllPlayersPassedOut; public: UPassedOutStateComponent(); protected: UFUNCTION(BlueprintCallable, BlueprintImplementableEvent) void ReceiveTeamPassedOut(); };