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HealthInterface.h
Go to the documentation of this file.
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// 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 "UObject/Interface.h"
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#include "HealthInterface.generated.h"
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struct
FBodyPart
;
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enum class
EBodyPartName
: uint8;
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// This class does not need to be modified.
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UINTERFACE(MinimalAPI)
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class
UHealthInterface
: public UInterface
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{
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GENERATED_BODY()
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};
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class
HEALTH_API
IHealthInterface
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{
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GENERATED_BODY()
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public
:
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virtual
void
HealthChanged
(
const
float
Health
,
const
float
MaxHealth,
const
class
UDamageType* DamageType) = 0;
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virtual
void
HealthAndShieldChanged
(
const
float
Health
,
const
float
MaxHealth,
const
float
ShieldHealth,
const
float
MaxShieldHealth,
const
class
UDamageType* DamageType) = 0;
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virtual
void
ShieldBreak
() = 0;
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virtual
void
InjuredBodyPart
(
const
EBodyPartName
InjuredBodyPart,
const
FVector& HitLocation,
const
TArray<FBodyPart>& AllBodyParts) = 0;
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virtual
void
SetHasShield
(
const
bool
bHasShield =
false
) = 0;
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};
EBodyPartName
EBodyPartName
Definition
BaseData.h:133
Health
Definition
Health.Build.cs:6
IHealthInterface
Definition
HealthInterface.h:19
IHealthInterface::HealthAndShieldChanged
virtual void HealthAndShieldChanged(const float Health, const float MaxHealth, const float ShieldHealth, const float MaxShieldHealth, const class UDamageType *DamageType)=0
IHealthInterface::ShieldBreak
virtual void ShieldBreak()=0
IHealthInterface::HealthChanged
virtual void HealthChanged(const float Health, const float MaxHealth, const class UDamageType *DamageType)=0
IHealthInterface::SetHasShield
virtual void SetHasShield(const bool bHasShield=false)=0
IHealthInterface::InjuredBodyPart
virtual void InjuredBodyPart(const EBodyPartName InjuredBodyPart, const FVector &HitLocation, const TArray< FBodyPart > &AllBodyParts)=0
UHealthInterface
Definition
HealthInterface.h:14
FBodyPart
Definition
HealthData.h:26
SpaceAdventure
Plugins
Health
Source
Health
Public
Interfaces
HealthInterface.h
Generated by
1.10.0