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2026-05-17 22:44:49 +03:00
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// © 2025 Naked People Team. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "StatsManager.generated.h"
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FAttributeUpdateSignature, float, CurrentValue, float, MaxValue);
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class NAKEDDESIRE_API UStatsManager : public UActorComponent
{
GENERATED_BODY()
float Embarrassment = 0.0f;
float MaxEmbarrassment = 100.0f;
float Energy = 1000.0f;
float MaxEnergy = 1000.0f;
public:
UStatsManager();
protected:
virtual void BeginPlay() override;
virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
public:
float Stamina = 100.0f;
float MaxStamina = 100.0f;
UFUNCTION(BlueprintCallable)
void IncreaseEmbarrassment(float Amount);
void DecreaseEmbarrassment(float Amount);
void DecreaseStamina(float Amount);
void IncreaseStamina(float Amount);
void DecreaseEnergy(float Amount);
void RestoreEnergy();
UPROPERTY(BlueprintAssignable)
FAttributeUpdateSignature EmbarrassmentUpdate;
UPROPERTY(BlueprintAssignable)
FAttributeUpdateSignature StaminaUpdate;
UPROPERTY(BlueprintAssignable)
FAttributeUpdateSignature EnergyUpdate;
};