// Fill out your copyright notice in the Description page of Project Settings. #pragma once #include "CoreMinimal.h" #include "Components/ActorComponent.h" #include "BuffComponent.generated.h" UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) ) class BLASTER_API UBuffComponent : public UActorComponent { GENERATED_BODY() public: UBuffComponent(); friend class ABlasterCharacter; void Heal(float HealAmount, float HealingTime); protected: virtual void BeginPlay() override; void HealRampUp(float DeltaTime); private: UPROPERTY() class ABlasterCharacter* Character; bool bHealing = false; float HealingRate = 0; float AmountToHeal = 0.f; public: virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override; };