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

43 lines
1.3 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "GameplayTagContainer.h"
#include "GameplayTagContainer.h"
#include "RunningMissionBP.h"
#include "Templates/SubclassOf.h"
#include "StatusEffectEnemies.generated.h"
class APawn;
class UEnemyDescriptor;
class UStatusEffect;
UCLASS(Abstract, Blueprintable)
class UStatusEffectEnemies : public URunningMissionBP {
GENERATED_BODY()
public:
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<TSubclassOf<UStatusEffect>> StatusEffects;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FGameplayTagContainer AllowedFilter;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FGameplayTagQuery AllowedQuery;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float ChanceToApply;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool OverrideReplacesDefault;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TMap<UEnemyDescriptor*, TSubclassOf<UStatusEffect>> Overrides;
public:
UStatusEffectEnemies();
protected:
UFUNCTION(BlueprintCallable)
void OnEnemySpawned(APawn* enemy, UEnemyDescriptor* descriptor);
};