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