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CK Graduation Project
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CombatDataBase.h
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1// Fill out your copyright notice in the Description page of Project Settings.
2
3#pragma once
4
5#include "CoreMinimal.h"
6#include "Engine/DataAsset.h"
7#include "GameplayTagContainer.h"
8#include "CombatDataBase.generated.h"
9
10class ATA_Trace;
11class UGameplayEffect;
12
13UCLASS()
14class CK_UE_API UCombatDataBase : public UPrimaryDataAsset
15{
16 GENERATED_BODY()
17
18public:
19 // --- Combat ---
20 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Combat")
21 TEnumAsByte<ECollisionChannel> TraceChannel;
22
23 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Combat")
24 TSubclassOf<ATA_Trace> HitTraceClass;
25
26 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Combat")
27 TArray<TSubclassOf<UGameplayEffect>> TargetEffectClasses;
28
29 // --- Knockback ---
30 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Combat|Knockback")
31 uint8 bApplyKnockback : 1 = false;
32
33 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Combat|Knockback", meta = (EditCondition = "bApplyKnockback", ClampMin = "0.0"))
34 float KnockbackStrength = 700.0f;
35
36 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Combat|Knockback", meta = (EditCondition = "bApplyKnockback", ClampMin = "0.0", ClampMax = "1.0"))
37 float KnockbackZComponent = 0.2f;
38
39 // --- HitStop ---
40 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Combat|HitStop")
41 uint8 bApplyHitStop : 1 = false;
42
43 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Combat|HitStop", meta = (EditCondition = "bApplyHitStop", ClampMin = "0.01", ClampMax = "1.0"))
44 float HitStopDuration = 0.05f;
45
46 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Combat|HitStop", meta = (EditCondition = "bApplyHitStop", ClampMin = "0.01", ClampMax = "1.0"))
47 float HitStopTimeDilation = 0.1f;
48
49 // --- HitCheck Tags ---
50 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Combat|HitCheck", meta = (Categories = "Character.HitCheck"))
51 FGameplayTag HitCheckStartTag;
52
53 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Combat|HitCheck", meta = (Categories = "Character.HitCheck"))
54 FGameplayTag HitCheckEndTag;
55};
Definition TA_Trace.h:14
Definition CombatDataBase.h:15