// © 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; int32 ObserverCount = 0; public: UStatsManager(); UPROPERTY(EditDefaultsOnly, Category = "Embarrassment") float EmbarrassmentGainRate = 10.0f; UPROPERTY(EditDefaultsOnly, Category = "Embarrassment") float EmbarrassmentDecayRate = 1.0f; 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; // Called by NPCAIController when sight is gained or lost. // CoverageWeight: fraction of body covered [0..1]; pass 0.0f until #05 (GetEffectiveCoverage) lands. void SetObserved(bool bObserved, float CoverageWeight = 0.0f); 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; };