Space Plunder
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SkillsComponent.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"
8#include "Data/BaseData.h"
9#include "SkillsComponent.generated.h"
10
11
12// Delegates
13
14// On Level Up
15//
16
17UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent))
18class BASEHELPERS_API USkillsComponent : public UPlayerControllerComponent
19{
20 GENERATED_BODY()
21
22public:
23 USkillsComponent();
24
25
26 virtual FCharacterBaseSkills& GetCharacterSkills() {return CharacterSkills;};
27
28
29 //~ Access the Skills ~//
30 UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Skills")
31 virtual int32 GetStrength() const{return CharacterSkills.GetStrength();};
32 UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Skills")
33 virtual int32 GetPerception() const{return CharacterSkills.GetPerception();};
34 UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Skills")
35 virtual int32 GetEndurance() const{return CharacterSkills.GetEndurance();};
36 UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Skills")
37 virtual int32 GetCharisma() const{return CharacterSkills.GetCharisma();};
38 UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Skills")
39 virtual int32 GetIntelligence() const{return CharacterSkills.GetIntelligence();};
40 UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Skills")
41 virtual int32 GetAgility() const{return CharacterSkills.GetAgility();};
42 UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Skills")
43 virtual int32 GetWeaponSkill() const{return CharacterSkills.GetWeaponSkill();};
44 UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Skills")
45 virtual int32 GetStealth() const{return CharacterSkills.GetStealth();};
46 UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Skills")
47 virtual int32 GetLuck() const{return CharacterSkills.GetLuck();};
48 UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Skills")
49 virtual int32 GetSkillPoints() const{return CharacterSkills.GetSkillPoints();};
50 //~ Access the Skills ~//
51
52protected:
53 virtual void BeginPlay() override;
54 virtual void ComponentSetupComplete() override;
55
56
57
58 // /** Use GetCharacter Skills to Edit */
59 UPROPERTY(Replicated, EditAnywhere, BlueprintReadWrite, Category= "Core")
60 FCharacterBaseSkills CharacterSkills;
61 UPROPERTY(Replicated, EditAnywhere, BlueprintReadWrite, Category= "Core")
62 FCharacterKarma Karma;
63
64 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Skills|Widget")
65 TSoftClassPtr<UUserWidget> SkillsListWidgetClass;
66
67private:
68 void SetupSkillsListWidget();
69
70
71 class ISkillsHUD* SkillsList = nullptr;
72
73};
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13
Definition SkillsHUD.h:20
Definition BaseData.h:815
int32 GetStrength() const
Definition BaseData.h:821
Definition BaseData.h:682