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

70 lines
2.6 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "AfflictionChangeDelegateDelegate.h"
#include "AfflictionEntriesArray.h"
#include "EFrozenBitsSize.h"
#include "PawnAfflictionItem.h"
#include "Templates/SubclassOf.h"
#include "PawnAfflictionComponent.generated.h"
class UBurningAfflictionEffect;
class UHealthComponentBase;
class UPawnAffliction;
class UScalingMeshAfflictionEffect;
UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent))
class UPawnAfflictionComponent : public UActorComponent {
GENERATED_BODY()
public:
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FAfflictionChangeDelegate OnAfflictionActivatedEvent;
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FAfflictionChangeDelegate OnAfflictionDeactivatedEvent;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TMap<UPawnAffliction*, FPawnAfflictionItem> ActiveAfflictions;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
FAfflictionEntriesArray NetworkedAfflictions;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSubclassOf<UScalingMeshAfflictionEffect> FrozenEffect;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSubclassOf<UBurningAfflictionEffect> BurningEffect;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
EFrozenBitsSize EffectSize;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float BaseEffectScale;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool UseDormancy;
public:
UPawnAfflictionComponent();
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
void PushAffliction(UPawnAffliction* Affliction, bool onlyIfNotActive);
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
void PopAffliction(UPawnAffliction* Affliction);
protected:
UFUNCTION(BlueprintCallable)
void OnDeath(UHealthComponentBase* HealthComponent);
public:
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsAfflictedBy(UPawnAffliction* Affliction) const;
UFUNCTION(BlueprintCallable, BlueprintPure)
TArray<UPawnAffliction*> GetActiveAfflictions() const;
};