Guest User

Untitled

a guest
Apr 25th, 2018
67
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 1.26 KB | None | 0 0
  1. // Fill out your copyright notice in the Description page of Project Settings.
  2.  
  3. #pragma once
  4.  
  5. #include "ArenaBattle.h"
  6. #include "GameFramework/Character.h"
  7. #include "ABCharacter.generated.h"
  8.  
  9. UCLASS()
  10. class ARENABATTLE_API AABCharacter : public ACharacter
  11. {
  12. GENERATED_BODY()
  13.  
  14. public:
  15. // Sets default values for this character's properties
  16. AABCharacter();
  17.  
  18. /* ... */
  19.  
  20. public:
  21. // Called every frame
  22. virtual void Tick(float DeltaTime) override;
  23. virtual void PostInitializeComponents() override;
  24. virtual float TakeDamage(float DamageAmount, struct FDamageEvent const& DamageEvent, class AController* EventInstigator, AActor* DamageCauser) override;
  25.  
  26. // Called to bind functionality to input
  27. virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
  28.  
  29. bool CanSetWeapon();
  30. void SetWeapon(class AABWeapon* NewWeapon);
  31.  
  32. UPROPERTY(VisibleAnywhere, Category = Weapon)
  33. class AABWeapon* CurrentWeapon;
  34.  
  35. UPROPERTY(VisibleAnywhere, Category = Stat)
  36. class UABCharacterStatComponent* CharacterStat;
  37.  
  38. UPROPERTY(VisibleAnywhere, Category = Camera)
  39. USpringArmComponent* SpringArm;
  40.  
  41. UPROPERTY(VisibleAnywhere, Category = Camera)
  42. UCameraComponent* Camera;
  43.  
  44. UPROPERTY(VisibleAnywhere, Category = UI)
  45. class UWidgetComponent* HPBarWidget;
  46.  
  47. /* ... */
  48. };
Add Comment
Please, Sign In to add comment