71 lines
1.6 KiB
C++
71 lines
1.6 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 "StatusEffect.h"
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#include "Components/WrapBox.h"
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#include "StatusSystem.generated.h"
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USTRUCT()
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struct FActiveStatusEffect
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{
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GENERATED_BODY()
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UPROPERTY()
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float TimeInitiated;
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UPROPERTY()
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float TimeTillExpiry;
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UPROPERTY()
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UStatusEffect* StatusEffect;
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UPROPERTY()
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UUserWidget* StatusIcon;
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bool operator==(const FActiveStatusEffect& Comp) const
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{
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return StatusEffect == Comp.StatusEffect;
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}
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};
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UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
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class THE_TWILIGHT_ABYSS_API UStatusSystem : public UActorComponent
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{
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GENERATED_BODY()
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public:
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// Sets default values for this component's properties
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UStatusSystem();
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UPROPERTY()
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TSubclassOf<UUserWidget> HUDStatusIndicatorsWidget;
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UPROPERTY()
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TSubclassOf<UUserWidget> HUDStatusIconWidget;
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UPROPERTY()
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UUserWidget* HUDStatusIndicators;
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UPROPERTY()
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UWrapBox* StatusIconsBox;
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UPROPERTY()
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TArray<FActiveStatusEffect> ActiveStatusEffects;
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protected:
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// Called when the game starts
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virtual void BeginPlay() override;
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public:
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// Called every frame
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virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
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UFUNCTION()
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void AddStatusEffect(UStatusEffect* StatusEffect, float DurationMultiplier = 1.0f);
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UFUNCTION()
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void RemoveStatusEffect(UStatusEffect* StatusEffect);
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UFUNCTION()
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FActiveStatusEffect GetActiveStatusEffect(UStatusEffect* StatusEffect);
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};
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