#pragma once #include "CoreMinimal.h" #include "GameFramework/Pawn.h" #include "EnemySpaceship.generated.h" UCLASS() class MYPROJECT3_API AEnemySpaceship : public APawn { GENERATED_BODY() public: AEnemySpaceship(); virtual void Tick(float DeltaTime) override; protected: virtual void BeginPlay() override; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Components") class UStaticMeshComponent* ShipMesh; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "AI") float DetectionRange = 1500.0f; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "AI") float FireRate = 2.0f; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Movement") float MovementSpeed = 500.0f; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Combat") float MaxHealth = 100.0f; float CurrentHealth; FTimerHandle FireTimerHandle; class ASpaceshipPawn* PlayerPawn; void FireAtPlayer(); virtual float TakeDamage(float Damage, struct FDamageEvent const& DamageEvent, AController* EventInstigator, AActor* DamageCauser) override; };