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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 "Components/ActorComponent.h"
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#include "Ability.generated.h"
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UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
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class TURNBASEDTUTORIAL_API UAbility : public UActorComponent {
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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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UAbility();
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// Called when the game starts
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virtual void BeginPlay() override;
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UPROPERTY(EditAnywhere)
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float ActionCost = 100.0f;
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UPROPERTY(EditAnywhere)
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float Damage = 50.0f;
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UPROPERTY(EditAnywhere)
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float ActionRadius = 1000.0f;
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UPROPERTY(EditAnywhere)
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float SplashRadius = 100.0f;
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UPROPERTY(EditAnywhere)
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float LinearWidth = 50.0f;
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// Called every frame
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// virtual void TickComponent(float DeltaTime,
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// ELevelTick TickType,
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// FActorComponentTickFunction *
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// ThisTickFunction) override;
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};
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