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

75 lines
2.9 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "ActiveStatusEffectBank.h"
#include "Templates/SubclassOf.h"
#include "StatusEffectsComponent.generated.h"
class AActor;
class UHealthComponentBase;
class UObject;
class UStatusEffect;
class UStatusEffectExclusiveKey;
UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent))
class UStatusEffectsComponent : public UActorComponent {
GENERATED_BODY()
public:
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TArray<FActiveStatusEffectBank> ActiveStatusEffects;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
UHealthComponentBase* OwnerHealth;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TSet<UStatusEffectExclusiveKey*> ActiveExclusiveKeys;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool IgnoreAll;
public:
UStatusEffectsComponent();
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
static bool TryPushActiveStatusEffect(TSubclassOf<UStatusEffect> StatusEffect, AActor* Target, AActor* Owner);
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
static bool TryPopActiveStatusEffect(TSubclassOf<UStatusEffect> StatusEffect, AActor* Target, AActor* Owner);
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
bool PushActiveStatusEffectInstance(UStatusEffect* StatusEffect, AActor* Owner);
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
bool PushActiveStatusEffect(TSubclassOf<UStatusEffect> StatusEffect, AActor* Owner);
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
void PopAllActiveStatusEffectsOfType(TSubclassOf<UStatusEffect> StatusEffect, AActor* Owner);
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
void PopAllActiveStatusEffects(AActor* Owner);
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
bool PopActiveStatusEffectInstance(UStatusEffect* StatusEffect, AActor* Owner);
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
bool PopActiveStatusEffect(TSubclassOf<UStatusEffect> StatusEffect, AActor* Owner);
protected:
UFUNCTION(BlueprintCallable)
void OnDeath(UHealthComponentBase* HealthComponent);
public:
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, BlueprintPure)
bool HasActiveEffect(TSubclassOf<UStatusEffect> StatusEffect) const;
UFUNCTION(BlueprintCallable, BlueprintPure)
int32 GetStackAmount(TSubclassOf<UStatusEffect> StatusEffect, AActor* Owner) const;
UFUNCTION(BlueprintCallable, BlueprintPure)
int32 GetFullStackAmount(TSubclassOf<UStatusEffect> StatusEffect) const;
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
static UStatusEffect* CreateStatusEffectInstance(TSubclassOf<UStatusEffect> StatusEffect, UObject* Owner);
};