AzureAbyss/Source/the_twilight_abyss/TurnBasedCombatV2/HoldToInitCombat.h

47 lines
1.1 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "NiagaraComponent.h"
#include "NiagaraFunctionLibrary.h"
#include "HoldToInitCombat.generated.h"
class UNiagaraSystem;
UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
class THE_TWILIGHT_ABYSS_API UHoldToInitCombat : public UActorComponent
{
GENERATED_BODY()
public:
// Sets default values for this component's properties
UHoldToInitCombat();
UPROPERTY()
UUserWidget* InitCombatWidget;
UPROPERTY()
TSubclassOf<UUserWidget> InitCombatWidgetClass;
UPROPERTY(EditDefaultsOnly)
UNiagaraSystem* GunEffect;
protected:
// Called when the game starts
virtual void BeginPlay() override;
public:
// Called every frame
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
private:
void OnRightClickDown();
void OnRightClickUp();
bool bRightClickDown = false;
float RightClickDownTime = 0.0f;
UFUNCTION()
AActor* LookingAtEnemy() const;
AActor* TargetEnemy = nullptr;
};