// © 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; };