35 lines
1.3 KiB
C++
Executable file
35 lines
1.3 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "ArmorDamageInfo.h"
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#include "BaseArmorDamageComponent.h"
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#include "DestructableBodypartItem.h"
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#include "SimpleArmorRadialDamagedDelegateDelegate.h"
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#include "SimpleArmorDamageComponent.generated.h"
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UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent))
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class USimpleArmorDamageComponent : public UBaseArmorDamageComponent {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FSimpleArmorRadialDamagedDelegate OnRadialArmorPartsDestroyedEvent;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float ArmorStrength;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TMap<FName, FDestructableBodypartItem> PhysBoneToArmor;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_ArmorDamageInfo, meta=(AllowPrivateAccess=true))
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FArmorDamageInfo ArmorDamageInfo;
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public:
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USimpleArmorDamageComponent();
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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protected:
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UFUNCTION(BlueprintCallable)
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void OnRep_ArmorDamageInfo(FArmorDamageInfo OldArmorDamageInfo);
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};
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