Files
Promether/Source/Promether/PlayerGeneric/DefaultPlayerCharacter.h
2023-09-25 23:01:30 +09:00

165 lines
6.9 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "GameFramework/SpringArmComponent.h"
#include "Camera/CameraComponent.h"
#include "../PrometherEnum.h"
#include "DefaultPlayerCharacter.generated.h"
UCLASS()
class PROMETHER_API ADefaultPlayerCharacter : public ACharacter
{
GENERATED_BODY()
public:
// Sets default values for this character's properties
ADefaultPlayerCharacter();
virtual void Tick(float DeltaTime) override;
UFUNCTION(BlueprintNativeEvent)
void Attack() ;
virtual float TakeDamage( float Damage,
struct FDamageEvent const& DamageEvent,
AController* EventInstigator,
AActor* DamageCauser ) override;
UFUNCTION(BlueprintNativeEvent)
void Skill1();
UFUNCTION(BlueprintNativeEvent)
void Skill2();
UFUNCTION(BlueprintNativeEvent)
void Skill3();
UFUNCTION(BlueprintNativeEvent)
void Skill4();
UFUNCTION(BlueprintNativeEvent)
void Skill5();
UFUNCTION(BlueprintNativeEvent)
void Skill6();
UFUNCTION(BlueprintNativeEvent)
void Skill7();
float GetHealth() const { return Health; }
float GetHPRegeneration() const { return HPRegeneration; }
float GetHealAndShieldpower() const { return HealAndShieldpower; }
float GetArmor() const { return Armor; }
float GetMagicResistance() const { return MagicResistance; }
float GetTenacity() const { return Tenacity; }
float GetSlowRisist() const { return SlowRisist; }
float GetAttackSpeed() const { return AttackSpeed; }
float GetAttackDamage() const { return AttackDamage; }
float GetAbilityPower() const { return AbilityPower; }
float GetCriticalStrikeChance() const { return CriticalStrikeChance; }
float GetCriticalStrikeDamage() const { return CriticalStrikeDamage; }
float GetArmorPenetration() const { return ArmorPenetration; }
float GetMagicPenetration() const { return MagicPenetration; }
float GetLifeSteal() const { return LifeSteal; }
float GetPhysicalVamp() const { return PhysicalVamp; }
float GetOmnivamp() const { return Omnivamp; }
float GetAbilityHaste() const { return AbilityHaste; }
const float* GetCooldownDuration() const { return CooldownDuration; }
float GetMana() const { return Mana; }
float GetManaRegeneration() const { return ManaRegeneration; }
float GetEnergy() const { return Energy; }
float GetEnergyRegeneration() const { return EnergyRegeneration; }
float GetAttackRange() const { return AttackRange; }
float GetMovementSpeed() const { return MovementSpeed; }
float GetGoldGeneration() const { return GoldGeneration; }
float GetAttackDamageGrowth() const { return AttackDamageGrowth; }
float GetAttackSpeedGrowth() const { return AttackSpeedGrowth; }
float GetArmorGrowth() const { return ArmorGrowth; }
float GetMagicResistanceGrowth() const { return MagicResistanceGrowth; }
float GetHealthGrowth() const { return HealthGrowth; }
float GetHealthRegenerationGrowth() const { return HealthRegenerationGrowth; }
float GetManaGrowth() const { return ManaGrowth; }
float GetManaRegenerationGrowth() const { return ManaRegenerationGrowth; }
protected:
UPROPERTY(EditAnywhere)
USpringArmComponent* CameraSpringArm;
UPROPERTY(EditAnywhere)
UCameraComponent* Camera;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Defensive")
float Health;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Defensive")
float HPRegeneration;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Defensive")
float HealAndShieldpower;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Defensive")
float Armor;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Defensive")
float MagicResistance;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Defensive")
float Tenacity;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Defensive")
float SlowRisist;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Offensive")
float AttackSpeed;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Offensive")
float AttackDamage;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Offensive")
float AbilityPower;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Offensive")
float CriticalStrikeChance;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Offensive")
float CriticalStrikeDamage;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Offensive")
float ArmorPenetration;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Offensive")
float MagicPenetration;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Offensive")
float LifeSteal;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Offensive")
float PhysicalVamp;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Offensive")
float Omnivamp;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Utility|Haste")
float AbilityHaste;
UPROPERTY(EditAnywhere, Category = "Stats|Utility|Haste")
float CooldownDuration[(uint8)CooldownType::SIZE] = { 0.0f, };
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Utility|Resource")
float Mana;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Utility|Resource")
float ManaRegeneration;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Utility|Resource")
float Energy;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Utility|Resource")
float EnergyRegeneration;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Utility")
float AttackRange;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Utility")
float MovementSpeed;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Utility|Non-Combat")
float GoldGeneration;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Increasing Statistics")
float AttackDamageGrowth;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Increasing Statistics")
float AttackSpeedGrowth;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Increasing Statistics")
float ArmorGrowth;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Increasing Statistics")
float MagicResistanceGrowth;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Increasing Statistics")
float HealthGrowth;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Increasing Statistics")
float HealthRegenerationGrowth;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Increasing Statistics")
float ManaGrowth;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats|Increasing Statistics")
float ManaRegenerationGrowth;
};