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

71 lines
2.4 KiB
C++
Executable file

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