DungeonCrawler-UE-C/Source/DungeonCrawlerUE/Variant_Combat/Gameplay/CombatLavaFloor.h
sandr fc08cd0c0b Initial commit – UE5 DungeonCrawler project mit Planung v4.2
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-11 22:17:14 +02:00

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941 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "CombatLavaFloor.generated.h"
class UStaticMeshComponent;
class UPrimitiveComponent;
/**
* A basic actor that applies damage on contact through the ICombatDamageable interface.
*/
UCLASS(abstract)
class ACombatLavaFloor : public AActor
{
GENERATED_BODY()
/** Floor mesh */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Components", meta = (AllowPrivateAccess = "true"))
UStaticMeshComponent* Mesh;
protected:
/** Amount of damage to deal on contact */
UPROPERTY(EditAnywhere, Category="Damage")
float Damage = 10000.0f;
public:
/** Constructor */
ACombatLavaFloor();
protected:
/** Blocking hit handler */
UFUNCTION()
void OnFloorHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit);
};