71 lines
2.4 KiB
C++
Executable file
71 lines
2.4 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "Components/ActorComponent.h"
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#include "BoolDelegateDelegate.h"
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#include "Templates/SubclassOf.h"
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#include "PlayerBufferComponent.generated.h"
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class APlayerCharacter;
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class UHealthComponentBase;
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class UMeshComponent;
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class UParticleSystem;
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class UParticleSystemComponent;
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class UStatusEffect;
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UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent))
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class UPlayerBufferComponent : public UActorComponent {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSubclassOf<UStatusEffect> StatusEffect;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UMeshComponent* ManualMeshReference;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FName BufferParticleSocket;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UParticleSystem* Particles;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float ParticleTangentSize;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FBoolDelegate OnBuffingChangedEvent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float BuffRadius;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 MaxBuffedTargets;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 PushAmount;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
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TArray<APlayerCharacter*> BuffTargets;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
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TArray<UParticleSystemComponent*> ParticleInstances;
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public:
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UPlayerBufferComponent();
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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UFUNCTION(BlueprintCallable)
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void SetBuffingEnabled(bool Enabled);
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UFUNCTION(BlueprintCallable)
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void ReducePushAmount();
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protected:
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UFUNCTION(BlueprintCallable)
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void OnPawnDied(UHealthComponentBase* Health);
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UFUNCTION(BlueprintCallable)
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void OnOwnerDied(UHealthComponentBase* Health);
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};
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