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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "ProjectFish/Definations.h"
#include "UObject/Interface.h"
#include "SkillManager.h"
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#include "SkillEffect.generated.h"
// This class does not need to be modified.
UCLASS(BlueprintType)
class USkillEffect : public UObject
{
GENERATED_BODY()
public:
void InitSkillEffect(class USkill* skill, FSkillEffectData data);
virtual void Execute(const FSkillContext& context) ;
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virtual void Cancel(const FSkillContext& context) ;
//virtual void EffectEnded(const FSkillContext& context);
//TArray<UObject*> GetApplyTargets(const FSkillContext& context);
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UFUNCTION(BlueprintPure)
virtual FString GetSkillEffectDes();
FSkillEffectData& GetEffectData()
{
return effectData;
}
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protected:
UPROPERTY()
class USkill* OwnerSkill;
FSkillEffectData effectData;
};