53 lines
1.8 KiB
C++
Executable file
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);
|
|
|
|
};
|
|
|