Adding animations and updates to health component
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74
Source/OpenConflict/PlayerCharacter/Components/DDIHealth.h
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74
Source/OpenConflict/PlayerCharacter/Components/DDIHealth.h
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "HealthSegmentStruct.h"
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#include "Components/ActorComponent.h"
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#include "DDIHealth.generated.h"
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UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
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class OPENCONFLICT_API UDDIHealth : public UActorComponent
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{
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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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/*Functions*/
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, Category = "Health")
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void Heal();
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protected:
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/*Properties*/
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UPROPERTY(BlueprintReadOnly, Category = "Health")
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int MaxHealth; //Stores the default max health of component
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UPROPERTY(BlueprintReadOnly, Category = "Health")
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int CurrentHealth; //Stores the active health of component
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Health")
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float HealTickTime; //Time in Seconds between heal ticks
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Health")
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float HealDelayTime; //Time in Seconds before heal ticks
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Stage")
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UDataTable* HealthSegmentTable;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Stage")
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ClassNames ClassName;
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/*Functions*/
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, Category = "Health")
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void TakeDamage(int DamageValue);
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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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TArray<int> HealthSegments;
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FTimerHandle HealTimer; // Called to begin healing
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// FTimerManager& TimerManager = GetWorld()->GetTimerManager();
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/*Functions*/
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// Called when the game starts
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virtual void BeginPlay() override;
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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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virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
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};
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