DRG-Femboy-Voice/Source/FSD/Public/DownedStateComponent.h
2025-04-15 12:39:31 -07:00

53 lines
1.8 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "CharacterStateComponent.h"
#include "DeathIntroSettings.h"
#include "EnableDownedBombUIDelegateDelegate.h"
#include "Templates/SubclassOf.h"
#include "DownedStateComponent.generated.h"
class UDamageComponent;
UCLASS(Blueprintable, MinimalAPI, ClassGroup=Custom, meta=(BlueprintSpawnableComponent))
class UDownedStateComponent : public UCharacterStateComponent {
GENERATED_BODY()
public:
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FDeathIntroSettings Intro;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float DownedHealthLossPerSecond;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float TerrainRemovedFallThreshold;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool DownedBombActive;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
UDamageComponent* DownedBombDamage;
UPROPERTY(BlueprintAssignable, BlueprintCallable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FEnableDownedBombUIDelegate OnEnableDownedBombUIEvent;
public:
UDownedStateComponent();
protected:
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
void TriggerDownedBombDamage();
public:
UFUNCTION(BlueprintCallable, Reliable, Server)
void Server_TriggerDownedBomb();
protected:
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void Receive_TriggerDownedBomb();
public:
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
UDamageComponent* CreateDownedBombDamage(TSubclassOf<UDamageComponent> DamageClass);
};