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

56 lines
2.1 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "Engine/EngineTypes.h"
#include "EffectTriggeredDelegateDelegate.h"
#include "Templates/SubclassOf.h"
#include "StatusEffectTriggerComponent.generated.h"
class AActor;
class UPrimitiveComponent;
class UStatusEffect;
UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent))
class UStatusEffectTriggerComponent : public UActorComponent {
GENERATED_BODY()
public:
UPROPERTY(BlueprintAssignable, BlueprintAuthorityOnly, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FEffectTriggeredDelegate OnEffectTriggered;
UPROPERTY(BlueprintAssignable, BlueprintAuthorityOnly, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FEffectTriggeredDelegate OnActorEnterLeave;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<TSubclassOf<UStatusEffect>> StatusEffects;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<TSubclassOf<UStatusEffect>> LeaveTriggerEffects;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UPrimitiveComponent* collider;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool RemoveStatusEffectOnEndOverlap;
public:
UStatusEffectTriggerComponent();
protected:
UFUNCTION(BlueprintCallable)
void OnOverlapEnd(AActor* MyActor, AActor* OtherActor);
UFUNCTION(BlueprintCallable)
void OnOverlapBegin(AActor* MyActor, AActor* OtherActor);
UFUNCTION(BlueprintCallable)
void OnComponentOverlapEnd(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex);
UFUNCTION(BlueprintCallable)
void OnComponentOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
public:
UFUNCTION(BlueprintCallable)
void AddActorToIgnoreList(AActor* Actor);
};