Added max health and current health to component
take damage function created. need to decide how damage and health is managed
This commit is contained in:
@@ -9,11 +9,11 @@ UDDIHealth::UDDIHealth()
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// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
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// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
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// off to improve performance if you don't need them.
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// off to improve performance if you don't need them.
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PrimaryComponentTick.bCanEverTick = true;
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PrimaryComponentTick.bCanEverTick = true;
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MaxHealth = 100;
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// ...
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CurrentHealth = 100;
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}
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}
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// Called when the game starts
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// Called when the game starts
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void UDDIHealth::BeginPlay()
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void UDDIHealth::BeginPlay()
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{
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{
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@@ -32,3 +32,7 @@ void UDDIHealth::TickComponent(float DeltaTime, ELevelTick TickType, FActorCompo
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// ...
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// ...
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}
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}
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// Called to cause damage
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void UDDIHealth::TakeDamage(UDamageType* DamageType)
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{
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}
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@@ -11,18 +11,49 @@ UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
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class OPENCONFLICT_API UDDIHealth : public UActorComponent
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class OPENCONFLICT_API UDDIHealth : public UActorComponent
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{
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{
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GENERATED_BODY()
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GENERATED_BODY()
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/*UPROPERTY and UFUNCTION declarations*/
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private:
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/*Properties*/
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public:
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/*Functions*/
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// Sets default values for this component's properties
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UDDIHealth();
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protected:
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protected:
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/*Properties*/
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Health")
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float MaxHealth; //Stores the default max health of component
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Health")
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float CurrentHealth; //Stores the active health of component
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/*Functions*/
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, Category = "Health")
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void TakeDamage(UDamageType* DamageType);
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public:
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/*Properties*/
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/*Functions*/
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/*C++ only declarations*/
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private:
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/*Properties*/
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/*Functions*/
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protected:
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/*Properties*/
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/*Functions*/
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// Called when the game starts
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// Called when the game starts
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virtual void BeginPlay() override;
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virtual void BeginPlay() override;
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public:
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public:
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/*Properties*/
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/*Functions*/
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// Sets default values for this component's properties
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UDDIHealth();
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// Called every frame
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// Called every frame
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virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
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virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
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};
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};
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