37 lines
1.3 KiB
C++
Executable file
37 lines
1.3 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "PawnAfflictionComponent.h"
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#include "PlayerAfflictionComponent.generated.h"
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class APlayerCharacter;
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class UPlayerAfflictionOverlay;
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UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent))
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class UPlayerAfflictionComponent : public UPawnAfflictionComponent {
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GENERATED_BODY()
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public:
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOverlayDelegate, UPlayerAfflictionOverlay*, Overlay);
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protected:
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOverlayDelegate OnShowOverlay;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOverlayDelegate OnHideOverlay;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TMap<UPlayerAfflictionOverlay*, int32> ActiveOverlays;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TWeakObjectPtr<APlayerCharacter> Character;
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public:
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UPlayerAfflictionComponent();
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UFUNCTION(BlueprintCallable)
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void ShowPlayerOverlay(UPlayerAfflictionOverlay* Overlay);
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UFUNCTION(BlueprintCallable)
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void HidePlayerOverlay(UPlayerAfflictionOverlay* Overlay);
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};
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