85 lines
2.8 KiB
C++
Executable file
85 lines
2.8 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "UObject/Object.h"
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#include "GameplayTagContainer.h"
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#include "GameplayTagContainer.h"
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#include "RandRange.h"
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#include "Templates/SubclassOf.h"
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#include "StatusEffect.generated.h"
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class AActor;
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class UDamageClass;
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class UPawnAffliction;
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class UStatusEffect;
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class UStatusEffectExclusiveKey;
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class UStatusEffectItem;
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UCLASS(Abstract, Blueprintable, EditInlineNew)
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class UStatusEffect : public UObject {
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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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UPawnAffliction* PawnAffliction;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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TArray<UStatusEffectItem*> StatusEffects;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float MaxResistance;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UDamageClass* DamageClass;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UStatusEffectExclusiveKey* ExclusiveKey;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool TriggerTwiceOnPush;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FRandRange ApplyEffectsInterval;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool CanStack;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 MaxStack;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float Duration;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool ApplyDurationAfterPop;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool RemoveOnDeath;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool RemoveOnTemperatureStateChange;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool AllowExternalSread;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGameplayTagQuery GameplayTagQuery;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGameplayTagContainer ExcludeTargetsWithTags;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGameplayTagContainer TargetRequiredTags;
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public:
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UStatusEffect();
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UFUNCTION(BlueprintCallable, BlueprintNativeEvent)
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bool ShouldInstantiate() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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static float GetStatusEffectDuration(TSubclassOf<UStatusEffect> StatusEffect);
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool CanTrigger(AActor* Target) const;
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};
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