57 lines
1.7 KiB
C++
57 lines
1.7 KiB
C++
// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Pawn.h"
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#include "PawnWithSkill.generated.h"
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnReceiveDamage);
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UCLASS()
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class PROJECTFISH_API APawnWithSkill : public APawn
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{
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GENERATED_BODY()
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public:
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// Sets default values for this pawn's properties
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APawnWithSkill();
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UFUNCTION(BlueprintCallable, BlueprintNativeEvent)
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void ApplyyEndurance(float enduranceOffset);
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UFUNCTION(BlueprintCallable, BlueprintNativeEvent)
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void ApplyyTenacity(float tenacityOffset);
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void SetDamageReduce(int32 damageReduce);
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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// Called to bind functionality to input
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virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
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UPROPERTY(BlueprintReadWrite, meta = (ToolTip = "当前耐久度"))
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float CurrentEndurance;
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UPROPERTY(BlueprintReadWrite, meta = (ToolTip = "减伤值"))
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float DamageReduce;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category= Default, meta = (DisplayPriority = 0, ToolTip = "最大耐久度"))
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float MaxEndurance;
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UPROPERTY(BlueprintReadWrite, meta = (ToolTip = "当前韧性"))
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float CurrentTenacity;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category= Default, meta = (DisplayPriority = 0, ToolTip = "最大韧性"))
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float MaxTenacity;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category= Default, meta = (DisplayPriority = 0, ToolTip = "韧性归零时眩晕时长"))
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float TenacityStun_Time = 5;
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UPROPERTY(BlueprintAssignable)
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FOnReceiveDamage OnReceiveDamage;
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};
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