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May 28th, 2015
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  1. // Fill out your copyright notice in the Description page of Project Settings.
  2.  
  3. #pragma once
  4.  
  5. #include "Components/ActorComponent.h"
  6.  
  7. #include "DividedCharacter.h"
  8.  
  9. #include "StatusManagerComponent.generated.h"
  10.  
  11.  
  12. UCLASS(BlueprintType, Blueprintable, ClassGroup=(Mechanics), meta=(BlueprintSpawnableComponent))
  13. class DIVIDED_API UStatusManagerComponent : public UActorComponent
  14. {
  15. GENERATED_BODY()
  16.  
  17. public:
  18. // Sets default values for this component's properties
  19. UStatusManagerComponent();
  20.  
  21. // Called when the game starts
  22. virtual void InitializeComponent() override;
  23.  
  24. // Called every frame
  25. virtual void TickComponent( float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction ) override;
  26.  
  27. UFUNCTION(BlueprintCallable, Category=Mechanics)
  28. bool GetStatusActive(EStatusEffects Status) const;
  29.  
  30. UFUNCTION(BlueprintCallable, Category=Mechanics)
  31. void ApplyStatus(EStatusEffects Status, float Duration);
  32.  
  33.  
  34. private:
  35. float StatusTimeRemaining[EStatusEffects::SE_MAX];
  36. };
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