Files
open-conflict/Source/OpenConflict/PlayerCharacter/Components/DDIHealth.h
Cody Larkin 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

60 lines
1.3 KiB
C++

// 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;
};