62 lines
1.7 KiB
C++
62 lines
1.7 KiB
C++
// © 2025 Naked People Team. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Components/ActorComponent.h"
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#include "StatsManager.generated.h"
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FAttributeUpdateSignature, float, CurrentValue, float, MaxValue);
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UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
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class NAKEDDESIRE_API UStatsManager : public UActorComponent
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{
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GENERATED_BODY()
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float Embarrassment = 0.0f;
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float MaxEmbarrassment = 100.0f;
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float Energy = 1000.0f;
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float MaxEnergy = 1000.0f;
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int32 ObserverCount = 0;
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public:
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UStatsManager();
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UPROPERTY(EditDefaultsOnly, Category = "Embarrassment")
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float EmbarrassmentGainRate = 10.0f;
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UPROPERTY(EditDefaultsOnly, Category = "Embarrassment")
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float EmbarrassmentDecayRate = 1.0f;
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protected:
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virtual void BeginPlay() override;
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virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
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public:
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float Stamina = 100.0f;
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float MaxStamina = 100.0f;
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// Called by NPCAIController when sight is gained or lost.
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// CoverageWeight: fraction of body covered [0..1]; pass 0.0f until #05 (GetEffectiveCoverage) lands.
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void SetObserved(bool bObserved, float CoverageWeight = 0.0f);
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UFUNCTION(BlueprintCallable)
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void IncreaseEmbarrassment(float Amount);
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void DecreaseEmbarrassment(float Amount);
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void DecreaseStamina(float Amount);
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void IncreaseStamina(float Amount);
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void DecreaseEnergy(float Amount);
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void RestoreEnergy();
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UPROPERTY(BlueprintAssignable)
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FAttributeUpdateSignature EmbarrassmentUpdate;
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UPROPERTY(BlueprintAssignable)
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FAttributeUpdateSignature StaminaUpdate;
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UPROPERTY(BlueprintAssignable)
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FAttributeUpdateSignature EnergyUpdate;
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};
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