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- // Fill out your copyright notice in the Description page of Project Settings.
- #pragma once
- #include "Components/ActorComponent.h"
- #include "DividedCharacter.h"
- #include "StatusManagerComponent.generated.h"
- UCLASS(BlueprintType, Blueprintable, ClassGroup=(Mechanics), meta=(BlueprintSpawnableComponent))
- class DIVIDED_API UStatusManagerComponent : public UActorComponent
- {
- GENERATED_BODY()
- public:
- // Sets default values for this component's properties
- UStatusManagerComponent();
- // Called when the game starts
- virtual void InitializeComponent() override;
- // Called every frame
- virtual void TickComponent( float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction ) override;
- UFUNCTION(BlueprintCallable, Category=Mechanics)
- bool GetStatusActive(EStatusEffects Status) const;
- UFUNCTION(BlueprintCallable, Category=Mechanics)
- void ApplyStatus(EStatusEffects Status, float Duration);
- private:
- float StatusTimeRemaining[EStatusEffects::SE_MAX];
- };
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