feat: initial commit, only bugs remaining
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		| @@ -17,6 +17,9 @@ public: | ||||
| 	// Called every frame. | ||||
| 	virtual void Tick(float DeltaSeconds) override; | ||||
|  | ||||
| 	// Called when the game starts | ||||
| 	virtual void BeginPlay() override; | ||||
|  | ||||
| 	/** Returns TopDownCameraComponent subobject **/ | ||||
| 	FORCEINLINE class UCameraComponent* GetTopDownCameraComponent() const | ||||
| 	{ | ||||
| @@ -28,6 +31,24 @@ public: | ||||
| 		return CameraBoom; | ||||
| 	} | ||||
|  | ||||
| 	/** Returns SkillTreeComponent subobject **/ | ||||
| 	UFUNCTION(BlueprintPure, Category = "Skill Tree") | ||||
| 	class USkillTreeComponent* GetSkillTreeComponent() const | ||||
| 	{ | ||||
| 		return SkillTreeComponent; | ||||
| 	} | ||||
|  | ||||
| 	/** Returns CharacterStatsComponent subobject **/ | ||||
| 	UFUNCTION(BlueprintPure, Category = "Character Stats") | ||||
| 	class UCharacterStatsComponent* GetStatsComponent() const | ||||
| 	{ | ||||
| 		return CharacterStatsComponent; | ||||
| 	} | ||||
|  | ||||
| 	// Level up function to grant skill points | ||||
| 	UFUNCTION(BlueprintCallable, Category = "Character") | ||||
| 	void LevelUp(); | ||||
|  | ||||
| private: | ||||
| 	/** Top down camera */ | ||||
| 	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, | ||||
| @@ -38,4 +59,19 @@ private: | ||||
| 	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, | ||||
| 			  meta = (AllowPrivateAccess = "true")) | ||||
| 	class USpringArmComponent* CameraBoom; | ||||
|  | ||||
| 	/** Skill Tree Component for managing character skills */ | ||||
| 	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Skill Tree", | ||||
| 			  meta = (AllowPrivateAccess = "true")) | ||||
| 	class USkillTreeComponent* SkillTreeComponent; | ||||
|  | ||||
| 	/** Character Stats Component for managing health, damage, speed */ | ||||
| 	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Character Stats", | ||||
| 			  meta = (AllowPrivateAccess = "true")) | ||||
| 	class UCharacterStatsComponent* CharacterStatsComponent; | ||||
|  | ||||
| 	// Current character level | ||||
| 	UPROPERTY(BlueprintReadOnly, Category = "Character", | ||||
| 			  meta = (AllowPrivateAccess = "true")) | ||||
| 	int32 CharacterLevel; | ||||
| }; | ||||
|   | ||||
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