130 lines
3.4 KiB
C++
130 lines
3.4 KiB
C++
// 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 "Components/ActorComponent.h"
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#include "ProjectT/Data/Gen/GenerateStructEnemyNPC.h"
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#include "SPNpcStatusComponent.generated.h"
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnNpcHit, float, HpRatio);
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UCLASS(ClassGroup = (Component), meta = (BlueprintSpawnableComponent))
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class PROJECTT_API USPNpcStatusComponent : public UActorComponent
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{
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GENERATED_BODY()
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public:
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USPNpcStatusComponent();
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virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
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void InitializeStatus(const FEnemyNpc& InStatus);
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void ReInitializeStatus();
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FORCEINLINE float GetCurrentHP() const { return CurrentNpcStatus.fNpcHp; }
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FORCEINLINE bool IsDead() const { return CurrentNpcStatus.fNpcHp <= 0.f; }
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bool ApplyDamage(const float InDamageAmount);
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void UpdateCurrentDoubtTime(const float InDoubtTime);
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UFUNCTION(BlueprintCallable, BlueprintPure)
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FEnemyNpc GetPreviousNpcStatus();
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UFUNCTION(BlueprintCallable, BlueprintPure)
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FEnemyNpc GetCurrentNpcStatus();
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UFUNCTION(BlueprintCallable, BlueprintPure)
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float GetStatusPreviousNpcHp();
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UFUNCTION(BlueprintCallable, BlueprintPure)
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float GetStatusNpcHp();
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UFUNCTION(BlueprintCallable, BlueprintPure)
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float GetStatusPreviousNpcMove();
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UFUNCTION(BlueprintCallable, BlueprintPure)
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float GetStatusNpcMove();
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UFUNCTION(BlueprintCallable)
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void SetStatusNpcMove(const float InValue);
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UFUNCTION(BlueprintCallable)
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void AddStatusNpcMove(const float InValue);
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UFUNCTION(BlueprintCallable, BlueprintPure)
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float GetStatusPreviousNpcRun();
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UFUNCTION(BlueprintCallable, BlueprintPure)
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float GetStatusNpcRun();
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UFUNCTION(BlueprintCallable)
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void SetStatusNpcRun(const float InValue);
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UFUNCTION(BlueprintCallable)
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void AddStatusNpcRun(const float InValue);
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UFUNCTION(BlueprintCallable)
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float GetStatusNpcSightLength();
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UFUNCTION(BlueprintCallable)
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float GetStatusNpcSightAngle();
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UFUNCTION(BlueprintCallable)
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float GetStatusNpcAttackLength();
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UFUNCTION(BlueprintCallable)
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float GetStatusNpcChaseLength();
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UFUNCTION(BlueprintCallable)
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float GetStatusNpcRotationAngle();
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UFUNCTION(BlueprintCallable)
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float GetStatusNpcHalfRotationAngle();
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UFUNCTION(BlueprintCallable, BlueprintPure)
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float GetStatusNpcRotationSpeed();
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UFUNCTION(BlueprintCallable)
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void SetStatusNpcRotationSpeed(const float InValue);
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UFUNCTION(BlueprintCallable)
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float GetStatusNpcDoubtTime();
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UFUNCTION(BlueprintCallable)
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float GetStatusPreviousNpcDoubtTime();
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UFUNCTION(BlueprintCallable)
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float GetStatusNpcNoise();
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UFUNCTION(BlueprintCallable)
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float GetStatusNpcMoveProb();
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UFUNCTION(BlueprintCallable)
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float GetStatusNpcSearchProb();
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UFUNCTION(BlueprintCallable)
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float GetStatusNpcScoutProb();
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UFUNCTION(BlueprintCallable)
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int32 GetStatusNpcAttackId();
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protected:
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virtual void BeginPlay() override;
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = NpcStatus, meta = (AllowPrivateAccess = "true"))
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FEnemyNpc PreviousNpcStatus;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = NpcStatus, meta = (AllowPrivateAccess = "true"))
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FEnemyNpc CurrentNpcStatus;
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protected:
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UPROPERTY(BlueprintAssignable)
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FOnNpcHit OnNpcHit;
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private:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = NpcStatus, meta = (AllowPrivateAccess = "true"))
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uint8 bOverrideStatusInEditor : 1;
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float HalfRotationAngle;
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};
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