#pragma once #include "CoreMinimal.h" #include "ItemUpgrade.h" #include "Templates/SubclassOf.h" #include "UpgradeValues.h" #include "StatusDamageBonusUpgrade.generated.h" class AActor; class AFSDPlayerState; class UDamageClass; class UStatusEffect; UCLASS(Blueprintable, EditInlineNew, MinimalAPI) class UStatusDamageBonusUpgrade : public UItemUpgrade { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray> StatusEffects; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float Bonus; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UDamageClass* DamageClass; public: UStatusDamageBonusUpgrade(); UFUNCTION(BlueprintCallable, BlueprintPure) static FUpgradeValues GetUpgradedValue(TSubclassOf Item, AFSDPlayerState* Player, TSubclassOf StatusEffect); };