46 lines
1.5 KiB
C++
Executable file
46 lines
1.5 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "SubHealthComponent.h"
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#include "DestructibleSubHealthComponent.generated.h"
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class UDestructibleSubHealthComponent;
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class USceneComponent;
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UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent))
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class UDestructibleSubHealthComponent : public USubHealthComponent {
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GENERATED_BODY()
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public:
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FSubHealthDestroyed, UDestructibleSubHealthComponent*, subHealth);
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float MaxHealth;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float RadialDamageResistance;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool AllowInderectDamage;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_Damage, meta=(AllowPrivateAccess=true))
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float Damage;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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USceneComponent* ArmorComponent;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FSubHealthDestroyed OnDestroyed;
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public:
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UDestructibleSubHealthComponent();
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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UFUNCTION(BlueprintCallable)
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void ResetHealth();
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protected:
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UFUNCTION(BlueprintCallable)
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void OnRep_Damage(float oldDamage);
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};
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