2 Commits

Author SHA1 Message Date
20a1478bdc Added max health and current health to component
take damage function created.
need to decide how damage and health is managed
2025-11-29 16:38:42 -05:00
d2e1db997d made health componenet 2025-11-23 20:11:46 -05:00
2 changed files with 97 additions and 0 deletions

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// Fill out your copyright notice in the Description page of Project Settings.
#include "DDIHealth.h"
// Sets default values for this component's properties
UDDIHealth::UDDIHealth()
{
// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
// off to improve performance if you don't need them.
PrimaryComponentTick.bCanEverTick = true;
MaxHealth = 100;
CurrentHealth = 100;
}
// Called when the game starts
void UDDIHealth::BeginPlay()
{
Super::BeginPlay();
// ...
}
// Called every frame
void UDDIHealth::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
// ...
}
// Called to cause damage
void UDDIHealth::TakeDamage(UDamageType* DamageType)
{
}

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "DDIHealth.generated.h"
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class OPENCONFLICT_API UDDIHealth : public UActorComponent
{
GENERATED_BODY()
/*UPROPERTY and UFUNCTION declarations*/
private:
/*Properties*/
/*Functions*/
protected:
/*Properties*/
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Health")
float MaxHealth; //Stores the default max health of component
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Health")
float CurrentHealth; //Stores the active health of component
/*Functions*/
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, Category = "Health")
void TakeDamage(UDamageType* DamageType);
public:
/*Properties*/
/*Functions*/
/*C++ only declarations*/
private:
/*Properties*/
/*Functions*/
protected:
/*Properties*/
/*Functions*/
// Called when the game starts
virtual void BeginPlay() override;
public:
/*Properties*/
/*Functions*/
// Sets default values for this component's properties
UDDIHealth();
// Called every frame
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
};