- #include "DamageSystem.h"
- UDamageSystem::UDamageSystem()
- {
- PrimaryComponentTick.bCanEverTick = false;
- PrimaryComponentTick.bStartWithTickEnabled = false;
- SetIsReplicatedByDefault(true);
- ShootingDamage = 20;
- MissileDamage = 50;
- }
- void UDamageSystem::BeginPlay()
- {
- Super::BeginPlay();
- }
- float UDamageSystem::GetShootingDamage() const
- {
- return ShootingDamage;
- }
- float UDamageSystem::GetMissileDamage() const
- {
- return MissileDamage;
- }
- void UDamageSystem::MultiplyDamage(const float Amount)
- {
- if(Amount >= 0)
- {
- ShootingDamage *= Amount;
- MissileDamage *= Amount;
-
- OnIncreaseDamageEvent.Broadcast(Amount);
- }
- }
- void UDamageSystem::RestoreDamage(const float Amount)
- {
- if(Amount >= 0)
- {
- ShootingDamage /= Amount;
- MissileDamage /= Amount;
-
- OnIncreaseDamageEvent.Broadcast(Amount);
- }
- }