39 lines
1.3 KiB
C++
Executable file
39 lines
1.3 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "ETriggeredStatusEffectType.h"
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#include "ItemUpgrade.h"
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#include "Templates/SubclassOf.h"
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#include "UpgradeValues.h"
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#include "TriggeredStatusEffectUpgrade.generated.h"
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class AActor;
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class AFSDPlayerState;
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class UStatusEffect;
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UCLASS(Blueprintable, EditInlineNew, MinimalAPI)
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class UTriggeredStatusEffectUpgrade : public UItemUpgrade {
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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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TSubclassOf<UStatusEffect> StatusEffect;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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ETriggeredStatusEffectType upgradeType;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float AoERange;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSubclassOf<UStatusEffect> OwnerEffect;
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public:
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UTriggeredStatusEffectUpgrade();
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UFUNCTION(BlueprintCallable)
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void OnEffectShouldTrigger(AActor* PlayerCharacter);
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UFUNCTION(BlueprintCallable, BlueprintPure)
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static FUpgradeValues GetUpgradedValue(AFSDPlayerState* Player, TSubclassOf<AActor> Item, TSubclassOf<UStatusEffect> NewStatusEffect, ETriggeredStatusEffectType aUpgradeType);
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};
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