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

60 lines
2.2 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "EInfectionState.h"
#include "FloatDelegateDelegate.h"
#include "IntDelegateDelegate.h"
#include "OnInfectionStateChangedDelegateDelegate.h"
#include "PlayerInfectionComponent.generated.h"
class AActor;
UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent))
class UPlayerInfectionComponent : public UActorComponent {
GENERATED_BODY()
public:
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FIntDelegate OnInfectionLevelChangedEvent;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FFloatDelegate OnBreakoutPercentageChanged;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnInfectionStateChangedDelegate OnInfectionStateChangedEvent;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
EInfectionState InfectionState;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float ReductionCooldown;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float InfectionImmunityAfterFullInfection;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_InfectionLevel, meta=(AllowPrivateAccess=true))
float InfectionLevel;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float BreakoutPercentage;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float InfectionDecreaseOverTimer;
public:
UPlayerInfectionComponent();
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
UFUNCTION(BlueprintCallable, Reliable, Server)
void Server_ClearInfection();
protected:
UFUNCTION(BlueprintCallable)
void OnRep_InfectionLevel(float oldLevel);
public:
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
void IncreaseInfection(float Amount, AActor* Source);
};