Initial HUD implementation and timer + game over
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@@ -37,6 +37,18 @@ public:
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UFUNCTION(BlueprintCallable, Category = "Combat")
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float GetShieldPercentage() const { return CurrentShield / MaxShield; }
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UFUNCTION(BlueprintCallable, Category = "Stats")
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float GetCurrentHealth() const { return CurrentHealth; }
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UFUNCTION(BlueprintCallable, Category = "Stats")
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float GetMaxHealth() const { return MaxHealth; }
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UFUNCTION(BlueprintCallable, Category = "Stats")
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float GetCurrentShield() const { return CurrentShield; }
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UFUNCTION(BlueprintCallable, Category = "Stats")
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float GetMaxShield() const { return MaxShield; }
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protected:
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virtual void BeginPlay() override;
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@@ -128,17 +140,17 @@ protected:
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void HandleMouseLook(const FInputActionValue& Value);
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// Health properties
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Combat")
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Combat|Stats")
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float MaxHealth = 100.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Combat")
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Combat|Stats")
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float CurrentHealth = 100.0f;
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// Shield properties
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Combat")
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Combat|Stats")
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float MaxShield = 100.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Combat")
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Combat|Stats")
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float CurrentShield = 100.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Combat")
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