Files
Cog/Source/CogSample/CogSampleExecCalculation_Damage.h
Arnaud Jamin 42ca1afc6a Cog Sample: Adding more gameplay
Cog Sample: Make Area a component instead of an actor
Cog Sample: Add Basic actor for Projectiles, Areas, etc...
Cog Sample: Start to add Projectile
Cog Sample: Start to add SpawnPrediction
2023-10-26 12:33:50 -04:00

40 lines
1.1 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "GameplayEffectExecutionCalculation.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "CogSampleExecCalculation_Damage.generated.h"
class UCogSampleAbilitySystemComponent;
struct FHitResult;
struct FGameplayEffectContextHandle;
UCLASS()
class UCogSampleExecCalculation_Damage : public UGameplayEffectExecutionCalculation
{
GENERATED_BODY()
public:
UCogSampleExecCalculation_Damage();
virtual void Execute_Implementation(const FGameplayEffectCustomExecutionParameters& ExecutionParams, OUT FGameplayEffectCustomExecutionOutput& OutExecutionOutput) const override;
};
UCLASS(meta = (ScriptName = "CogSampleFunctionLibrary_Damage"))
class UCogSampleFunctionLibrary_Damage : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable)
static void ExecuteDamageGameplayCue(
UCogSampleAbilitySystemComponent* TargetAbilitySystem,
const FGameplayEffectSpec& EffectSpec,
const FHitResult& HitResult,
float HealthDamage,
const FGameplayEffectContextHandle& EffectContext,
bool IsPredicted);
};