Space Plunder
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StaminaComponent.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"
7#include "StaminaComponent.generated.h"
8
9
10UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
11class HEALTH_API UStaminaComponent : public UCharacterComponent
12{
13 GENERATED_BODY()
14
15public:
16 UStaminaComponent();
17
18 // virtual void UpdateStaminaHUD();
19 // virtual void Sprinting();
20 // virtual void StopSprinting();
21 // virtual void RechargeStamina();
22 // virtual void SetMaxStamina(const float AmountToAdd);
23
24protected:
25 virtual void BeginPlay() override;
26
27
28 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category= "Custom ALS|Stamina")
29 float Stamina = 100.0f;
30 //- Minimum required before an action is available, Percent of Max Stamina (0.2 = 20% of MaxStamina) //
31 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category= "Custom ALS|Stamina")
32 float MinRequiredStamina = 0.2f;
33 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category= "Custom ALS|Stamina")
34 float MaxStamina = 60.0f;
35 float MaxStaminaDefault = 60.0f;
36 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category= "Custom ALS|Stamina")
37 float MaxPossibleStamina = 150.0f;
38 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category= "Custom ALS|Stamina")
39 float MinStamina = 10.0f;
40
41 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category= "Custom ALS|Stamina")
42 float StaminaDepletionRate = 0.05f;
43 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category= "Custom ALS|Stamina")
44 float StaminaDepletionIncrement = 0.5f;
45 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category= "Custom ALS|Stamina")
46 float StaminaRechargeRate = 0.05f;
47 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category= "Custom ALS|Stamina")
48 float StaminaRechargeIncrement = 0.5f;
49
50 //- How long before it starts recharging //
51 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category= "Custom ALS|Stamina")
52 float StaminaRechargeDelayTime = 2.0f;
53 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category= "Custom ALS|Stamina")
54 float StaminaJumpAmount = 10.0f;
55
56 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category= "Custom ALS|Stamina")
57 float SprintDeadZone = 0.5f;
58
59 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category= "Custom ALS|Stamina")
60 bool bToggleSprint = true;
61 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category= "Custom ALS|Stamina")
62 bool bSprinting = true;
63
64
65};
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13
Represents a character component that can be added to an actor.