48 lines
1.3 KiB
C++
48 lines
1.3 KiB
C++
// 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 "Components/ActorComponent.h"
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#include "HYAttackComponent.generated.h"
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// collision-based attack part
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USTRUCT(BlueprintType)
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struct FMeleeAttackPart {
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GENERATED_USTRUCT_BODY()
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//collider component (box collider)
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//attributes (floats):
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// base attack damage number
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// critical attack damage number
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// critical attack rate percentage
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//hitbox related info:
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// position of the hitbox relative to the player
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// 3D vector of the dimensions of the hitbox
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// 1 giant hit box (TODO: figure out a way to consider multiple parts as one hitbox entity to avoid looping)
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//method that returns boolean value based on whether there has been a collision detected with the enemy
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};
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UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
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class HWANYOUNG2_API UHYAttackComponent : public UActorComponent
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{
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GENERATED_BODY()
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public:
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// Sets default values for this component's properties
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UHYAttackComponent();
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protected:
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// Called when the game starts
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virtual void BeginPlay() override;
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public:
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// Called every frame
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virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
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//method that takes care of the dealing damage
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};
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