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HealthInterface.h
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1// Fill out your copyright notice in the Description page of Project Settings.
2
3#pragma once
4
5#include "CoreMinimal.h"
6#include "UObject/Interface.h"
7#include "HealthInterface.generated.h"
8
9struct FBodyPart;
10enum class EBodyPartName : uint8;
11// This class does not need to be modified.
12UINTERFACE(MinimalAPI)
13class UHealthInterface : public UInterface
14{
15 GENERATED_BODY()
16};
17
18class HEALTH_API IHealthInterface
19{
20 GENERATED_BODY()
21
22public:
23
24 virtual void HealthChanged(const float Health, const float MaxHealth,const class UDamageType* DamageType) = 0;
25 virtual void HealthAndShieldChanged(const float Health, const float MaxHealth, const float ShieldHealth, const float MaxShieldHealth, const class UDamageType* DamageType) = 0;
26 virtual void ShieldBreak() = 0;
27 virtual void InjuredBodyPart(const EBodyPartName InjuredBodyPart, const FVector& HitLocation, const TArray<FBodyPart>& AllBodyParts) = 0;
28 virtual void SetHasShield(const bool bHasShield = false) = 0;
29};
EBodyPartName
Definition BaseData.h:133
Definition Health.Build.cs:6
Definition HealthInterface.h:19
virtual void HealthAndShieldChanged(const float Health, const float MaxHealth, const float ShieldHealth, const float MaxShieldHealth, const class UDamageType *DamageType)=0
virtual void ShieldBreak()=0
virtual void HealthChanged(const float Health, const float MaxHealth, const class UDamageType *DamageType)=0
virtual void SetHasShield(const bool bHasShield=false)=0
virtual void InjuredBodyPart(const EBodyPartName InjuredBodyPart, const FVector &HitLocation, const TArray< FBodyPart > &AllBodyParts)=0
Definition HealthInterface.h:14
Definition HealthData.h:26