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virtual void | BeginPlay () override |
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virtual void | TakeDamage (AActor *DamagedActor, float Damage, const class UDamageType *DamageType, class AController *InstigatedBy, AActor *DamageCauser) |
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◆ UMortarHealthComponent()
UMortarHealthComponent::UMortarHealthComponent |
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◆ BeginPlay()
virtual void UMortarHealthComponent::BeginPlay |
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overrideprotectedvirtual |
Called when the game starts or when spawned
◆ CheckIsCriticalHealth()
void UMortarHealthComponent::CheckIsCriticalHealth |
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Checks if the health is critical and calls a blueprint event if it gets low or stops critical Health event when health restores
◆ GetCriticalHealthThresholdPercentage()
float UMortarHealthComponent::GetCriticalHealthThresholdPercentage |
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const |
Returns Critical Health Percentage.
- Returns
- CriticalHealth Percentage in float
◆ GetDefaultHealth()
int32 UMortarHealthComponent::GetDefaultHealth |
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const |
Getter function for Default Health
- Returns
- Default Health of an actor
◆ GetHealth()
int32 UMortarHealthComponent::GetHealth |
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const |
Returns The Current Health of the ACtor
- Returns
- Current Health which is clamped to max Health
◆ GetHealthPercentage()
float UMortarHealthComponent::GetHealthPercentage |
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const |
Returns Health Left Percentage.
- Returns
- Health Percentage in float
◆ GetMaxHealth()
int32 UMortarHealthComponent::GetMaxHealth |
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const |
Getter function for Max Health
- Returns
- [in] Max Health of an actor
◆ IsDead()
bool UMortarHealthComponent::IsDead |
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const |
Checks if an actor is dead by checking the current Health
- Returns
- Returns True if Current Health less than and equal to 0, false otherwise
◆ ResetHealth()
void UMortarHealthComponent::ResetHealth |
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Resets The Actor Health to the Default Health
◆ SetCurrentHealth()
void UMortarHealthComponent::SetCurrentHealth |
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const int32 & |
Health | ) |
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Sets The Current Health of the ACtor
- Parameters
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[in] | Health | Current Health which is clamped to max Health |
◆ SetDefaultHealth()
void UMortarHealthComponent::SetDefaultHealth |
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const int32 & |
Health | ) |
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Sets The Default Health an actor This will also be clamped to MaxHealth
- Parameters
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[in] | Health | Default Health of an actor |
◆ SetMaxHealth()
void UMortarHealthComponent::SetMaxHealth |
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const int32 & |
Health | ) |
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Sets The Maximum Health an actor can achieve
- Parameters
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◆ TakeDamage()
virtual void UMortarHealthComponent::TakeDamage |
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AActor * |
DamagedActor, |
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float |
Damage, |
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const class UDamageType * |
DamageType, |
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class AController * |
InstigatedBy, |
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AActor * |
DamageCauser |
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protectedvirtual |
◆ ActorDeadEvent
FMortarDeadEvent UMortarHealthComponent::ActorDeadEvent |
Blueprint Event which is called when Actor Dies
◆ bIsCriticalHealthEventCalled
uint32 UMortarHealthComponent::bIsCriticalHealthEventCalled |
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Boolean Flag to check whether the event for critical Health is called
◆ bIsDeadEventCalled
uint32 UMortarHealthComponent::bIsDeadEventCalled |
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Boolean Flag to check whether the event for Death is called
◆ CriticalHealthEvent
FMortarCriticalHealthEvent UMortarHealthComponent::CriticalHealthEvent |
Blueprint Event which is called when health drops beyond a critical threshold
◆ CriticalHealthPercentage
float UMortarHealthComponent::CriticalHealthPercentage = 25 |
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This is the percentage beyond which the critical Health event will be called
◆ CriticalHealthThreshold
float UMortarHealthComponent::CriticalHealthThreshold = 20 |
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Critical Health Threshold Limit beyond which an event will be generated It will be CriticalHealthPercentage * MaxHealth
◆ CrticalHealthRecoverEvent
FMortarCriticalHealthRecoverEvent UMortarHealthComponent::CrticalHealthRecoverEvent |
Blueprint Event which is called when health restores and gets above a critical threshold
◆ CurrentHealth
int32 UMortarHealthComponent::CurrentHealth = 100 |
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Current Health of an Actor
◆ DefaultHealth
int32 UMortarHealthComponent::DefaultHealth = 100 |
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Default Health of an Actor
◆ MaxHealth
int32 UMortarHealthComponent::MaxHealth = 100 |
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Maximum Health of an Actor
The documentation for this class was generated from the following file: