2022-05-22 21:17:42 +00:00
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// 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 "BuffComponent.generated.h"
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UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
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class BLASTER_API UBuffComponent : public UActorComponent
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{
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GENERATED_BODY()
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public:
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UBuffComponent();
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friend class ABlasterCharacter;
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2022-05-22 22:16:27 +00:00
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void Heal(float HealAmount, float HealingTime);
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2022-05-22 21:17:42 +00:00
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protected:
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virtual void BeginPlay() override;
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2022-05-22 22:16:27 +00:00
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void HealRampUp(float DeltaTime);
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2022-05-22 21:17:42 +00:00
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private:
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UPROPERTY()
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class ABlasterCharacter* Character;
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2022-05-22 22:16:27 +00:00
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bool bHealing = false;
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float HealingRate = 0;
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float AmountToHeal = 0.f;
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2022-05-22 21:17:42 +00:00
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public:
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virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
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};
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