// Fill out your copyright notice in the Description page of Project Settings. #pragma once #include "CoreMinimal.h" #include "Components/ActorComponent.h" #include "StatusEffect.h" #include "StatusSystem.generated.h" USTRUCT() struct FActiveStatusEffect { GENERATED_BODY() UPROPERTY() float TimeInitiated; UPROPERTY() float TimeTillExpiry; UPROPERTY() UStatusEffect* StatusEffect; }; UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) ) class THE_TWILIGHT_ABYSS_API UStatusSystem : public UActorComponent { GENERATED_BODY() public: // Sets default values for this component's properties UStatusSystem(); UPROPERTY() TArray ActiveStatusEffects; protected: // Called when the game starts virtual void BeginPlay() override; public: // Called every frame virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override; };