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absg/Source/SpaceBattler/Public/Unit.h

74 lines
2.0 KiB

// 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<FString> UnitTags;
};