// Project Lab - NHTV Igad #pragma once #include "Abilities/ConeTrigger.h" #include "IntimidatingAuraTrigger.generated.h" /** * */ USTRUCT() struct FIntimidatingAuraPair { GENERATED_BODY() public: FIntimidatingAuraPair(){} FIntimidatingAuraPair(class AModifier* m0, class AModifier*m1) { modifier0 = m0; modifier1 = m1; } UPROPERTY() class AModifier* modifier0; UPROPERTY() class AModifier* modifier1; }; UCLASS() class UNREALPROJECT_API AIntimidatingAuraTrigger : public AConeTrigger { GENERATED_BODY() public: AIntimidatingAuraTrigger(); virtual void BeginPlay() override; virtual void Tick(float DeltaSeconds) override; virtual void HitEvent(class ANetworkCharacter* otherActor)override; virtual void LeaveEvent(class ANetworkCharacter* otherActor)override; UPROPERTY() TMap playerMap; UPROPERTY(meta = (ExposeOnSpawn), BlueprintReadWrite) float attackSpeedMultiplier; UPROPERTY(meta = (ExposeOnSpawn), BlueprintReadWrite) float MovementSpeedMultiplier; };