110 lines
3.4 KiB
C++
110 lines
3.4 KiB
C++
// Fill out your copyright notice in the Description page of Project Settings.
|
|
|
|
#pragma once
|
|
|
|
#include "CoreMinimal.h"
|
|
#include "BulletHitInterface.h"
|
|
#include "GameFramework/Character.h"
|
|
#include "Enemy.generated.h"
|
|
|
|
class UParticleSystem;
|
|
class USoundCue;
|
|
class UAnimMontage;
|
|
|
|
UCLASS()
|
|
class SHOOTER_API AEnemy : public ACharacter, public IBulletHitInterface
|
|
{
|
|
GENERATED_BODY()
|
|
|
|
public:
|
|
// Sets default values for this character's properties
|
|
AEnemy();
|
|
|
|
protected:
|
|
// Called when the game starts or when spawned
|
|
virtual void BeginPlay() override;
|
|
|
|
UFUNCTION(BlueprintNativeEvent)
|
|
void ShowHealthBar();
|
|
void ShowHealthBar_Implementation();
|
|
|
|
UFUNCTION(BlueprintImplementableEvent)
|
|
void HideHealthBar();
|
|
|
|
void Die();
|
|
|
|
void PlayHitMontage(FName Section, float PlayRate = 1.0f);
|
|
|
|
void ResetHitReactTimer();
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void StoreHitNumber(UUserWidget* HitNumber, FVector Location);
|
|
|
|
UFUNCTION()
|
|
void DestroyHitNumber(UUserWidget* HitNumber);
|
|
|
|
void UpdateHitNumbers();
|
|
private:
|
|
/** Particles to spawn when hit by bullets */
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true))
|
|
UParticleSystem* ImpactParticles;
|
|
|
|
/** Sound to play when hit by bullets */
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true))
|
|
USoundCue* ImpactSound;
|
|
|
|
/** Current health */
|
|
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Combat, meta = (AllowPrivateAccess = true))
|
|
float Health;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true))
|
|
float MaxHealth;
|
|
|
|
/** Name of the head bone */
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true))
|
|
FString HeadBone;
|
|
|
|
/** Time to display health bar once shot */
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true))
|
|
float HealthBarDisplayTime;
|
|
|
|
FTimerHandle HealthBarTimer;
|
|
|
|
/** Montage containing Hit and Death animations */
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true))
|
|
UAnimMontage* HitMontage;
|
|
|
|
FTimerHandle HitReactTimer;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true))
|
|
float HitReactTimeMin;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true))
|
|
float HitReactTimeMax;
|
|
|
|
bool bCanHitReact;
|
|
|
|
/** Map to store HitNumber widgets and their hit locations */
|
|
UPROPERTY(VisibleAnywhere, Category = Combat, meta = (AllowPrivateAccess = true))
|
|
TMap<UUserWidget*, FVector> HitNumbers;
|
|
|
|
/** Time before a hit number is removed from the screen */
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true))
|
|
float HitNumberDestroyTime;
|
|
public:
|
|
// Called every frame
|
|
virtual void Tick(float DeltaTime) override;
|
|
|
|
// Called to bind functionality to input
|
|
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
|
|
|
|
virtual void BulletHit_Implementation(FHitResult HitResult) override;
|
|
|
|
virtual float TakeDamage(float DamageAmount, FDamageEvent const& DamageEvent, AController* EventInstigator, AActor* DamageCauser) override;
|
|
|
|
FORCEINLINE FString GetHeadBone() const { return HeadBone; }
|
|
|
|
UFUNCTION(BlueprintImplementableEvent)
|
|
void ShowHitNumber(int32 Damage, FVector HitLocation, bool bHeadshot);
|
|
};
|