// Fill out your copyright notice in the Description page of Project Settings. #pragma once #include "CoreMinimal.h" #include "UnitInfo.h" #include "GameFramework/Character.h" #include "Unit.generated.h" UCLASS() class SPACEBATTLER_API AUnit : public ACharacter { GENERATED_BODY() public: // Sets default values for this character's properties AUnit(); protected: // Called when the game starts or when spawned virtual void BeginPlay() override; public: // Called every frame virtual void Tick(float DeltaTime) override; // Called to bind functionality to input virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override; UPROPERTY(BlueprintReadWrite, EditAnywhere) UUnitInfo* UnitInfo; /** Please add a variable description */ UPROPERTY(BlueprintReadWrite, Category="Unit Info Copy") double MaxHP; /** Please add a variable description */ UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="State") double HP; /** Please add a variable description */ UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Unit Info Copy") double Attack; /** Please add a variable description */ UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Unit Info Copy") double Range; UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Unit Info Copy") bool IsAOE; UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Unit Info Copy") float AOERange; /** Please add a variable description */ UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Unit Info Copy") double RangedProjectileSpeed; /** Please add a variable description */ UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Unit Info Copy") double RangedProjectileDelay; /** Please add a variable description */ UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Unit Info Copy") int32 RangedProjectileAmount; /** Please add a variable description */ UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Unit Info Copy") double Cooldown; UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Unit Info Copy") TArray UnitTags; };