#pragma once #include "CoreMinimal.h" #include "Ability.h" #include "GameFramework/Character.h" #include "Trooper.generated.h" UCLASS() class TURNBASEDTUTORIAL_API ATrooper : public ACharacter { GENERATED_BODY() public: // Sets default values for this actor's properties ATrooper(); void Initialize(uint8 const NewPlayerIndex, FVector const SpawnLocation, uint8 const NewId); UFUNCTION() uint8 GetPlayerIndex() const; UFUNCTION() void MoveTrooper(FVector const NewPos); UFUNCTION() uint8 GetId() const; UFUNCTION() bool CheckMoveCorrectness(const FVector newPos) const; UFUNCTION() bool CheckAttackCorrectness(const FVector attackLocation, int abilityIndex) const; UFUNCTION() FVector GetLocation() const; UFUNCTION(BlueprintCallable) float GetAnimationValue(); UFUNCTION() void Attack(int abilityIndex); UFUNCTION() float GetActionRadius(int action) const; UFUNCTION() float GetHitPoints() const; UFUNCTION() float GetMaxHitPoints() const; UFUNCTION() void SetSelection(bool Selected) const; UFUNCTION() void HighlightAsEnemy() const; UFUNCTION() void ResetActionPoints(); UFUNCTION() UAbility *GetAbility(int AbilityIndex) const; protected: UPROPERTY(EditAnywhere) UMaterialInterface *GreenMaterial = nullptr; UPROPERTY(EditAnywhere) UMaterialInterface *RedMaterial = nullptr; UPROPERTY(EditAnywhere) UAbility *AttackAbility; UPROPERTY(EditAnywhere) UAbility *SpecialAbility; const float MoveRadius = 1500.f; float AttackRadius = 1000.f; UPROPERTY(EditAnywhere) float Speed = 300.0f; UPROPERTY(EditAnywhere) float StartHitPoints = 100.0f; UPROPERTY(EditAnywhere) float MoveCost = 0.0667f; UPROPERTY(EditAnywhere) float StartActionPoints = 100.0f; UPROPERTY(Replicated) float HitPoints; UPROPERTY(Replicated) float ActionPoints; UPROPERTY(Replicated) bool bIsAttacking = false; UPROPERTY(Replicated) float AttackPlayedTime; const float AttackDuration = 1.16667f; virtual void BeginPlay() override; virtual void Tick(float const DeltaTime) override; UPROPERTY(VisibleAnywhere, Replicated) class UWidgetComponent *HealthWidgetComponent; // void SetStaticMesh() const; UPROPERTY(VisibleAnywhere, BlueprintReadOnly) UStaticMeshComponent *SelectionStaticMesh; // UPROPERTY(EditAnywhere, BlueprintReadWrite) // USkeletalMeshComponent *MySkeletalMesh; // const TCHAR *MeshPath = nullptr; UPROPERTY(Replicated) uint8 PlayerIndex; UPROPERTY(Replicated) uint8 Id; UPROPERTY(Replicated) FVector CurrentLocation; UPROPERTY(Replicated) FVector TargetLocation; UPROPERTY(Replicated) bool bIsMoving = false; }; // UCLASS() // class ATrooperWizard : public ATrooper { // GENERATED_BODY() // // public: // ATrooperWizard(); // // }; // // UCLASS() // class ATrooperSkeletonMelee : public ATrooper { // GENERATED_BODY() // // public: // ATrooperSkeletonMelee(); // // };