28 lines
1.0 KiB
C++
28 lines
1.0 KiB
C++
#pragma once
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#include "AbilityFilter.h"
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#include "ScalingGraph.h"
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#include "DealDamageProxy.Generated.h"
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UCLASS()
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class ADealDamageProxy : public AActor
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{
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GENERATED_BODY()
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public:
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UFUNCTION(BlueprintCallable, Category = "Damage Scaling")
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float GetAbilityPowerScale() const;
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// Scales samples the input curve anywhere from 0-1 based on the currently cast ability's power(or level for basic attacks)
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UFUNCTION(BlueprintCallable, Category = "Scaling Graph")
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float ScaleGraphCurve(const UCurveFloat* val);
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// Same as ScaleGraphCurve but this one scales with the player level
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UFUNCTION(BlueprintCallable, Category = "Scaling Graph")
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float ScaleGraphCurveByLevel(const UCurveFloat* val);
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// The character that started this sequence of proxies and the dealer of the damage
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UPROPERTY(BlueprintReadOnly, Category="Damage Proxy")
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class ANetworkCharacter* character;
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// The ability that was cast to spawn this object
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UPROPERTY(BlueprintReadOnly, Category="Damage Proxy")
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class UAbilityInfo* abilityInfo;
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}; |