Space Plunder
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CompanionDataTypes.h
Go to the documentation of this file.
1// Fill out your copyright notice in the Description page of Project Settings.
2
3#pragma once
4
5#include "CoreMinimal.h"
6#include "Engine/DataTable.h"
8#include "CompanionDataTypes.generated.h"
9
10DECLARE_LOG_CATEGORY_EXTERN(LogCompanions, Display, All);
11
12
13UENUM(BlueprintType)
14enum class ECompanionState : uint8
15{
16 Default,
17 Wait,
18 Follow,
19 Combat,
20 Fetch,
21 Patrol,
22};
23
24// Info About companion for Widget display
25USTRUCT(BlueprintType)
27{
28 GENERATED_BODY()
29
30 // UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Companion")
31 // FString Name = "Companion Name";
32 // UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Companion")
33 // UTexture2D* DisplayPicture = nullptr;
34
35 // UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Companion")
36 // FGameplayTag State = FGameplayTag(CompanionOrderTags::Default);
37
38 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Companion")
40
41 //~ Health Info //
42 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Companion")
43 float Health = 0.0f;
44 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Companion")
45 float MaxHealth = 0.0f;
46 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Companion")
47 bool bHasShield = false;
48 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Companion")
49 float Shield = 0.0f;
50 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Companion")
51 float MaxShield = 0.0f;
52
53 //? Have Visible Trust bar?
54 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Companion")
55 float Trust = 0.0f;
56};
57
58
ECompanionState
Definition CompanionDataTypes.h:15
DECLARE_LOG_CATEGORY_EXTERN(LogCompanions, Display, All)
Definition Health.Build.cs:6
Definition CompanionDataTypes.h:27