DungeonCrawler-UE-C/Source/DungeonCrawlerUE/Variant_Combat/Interfaces/CombatAttacker.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

36 lines
1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/Interface.h"
#include "CombatAttacker.generated.h"
/**
* CombatAttacker Interface
* Provides common functionality to trigger attack animation events.
*/
UINTERFACE(MinimalAPI, NotBlueprintable)
class UCombatAttacker : public UInterface
{
GENERATED_BODY()
};
class ICombatAttacker
{
GENERATED_BODY()
public:
/** Performs an attack's collision check. Usually called from a montage's AnimNotify */
UFUNCTION(BlueprintCallable, Category="Attacker")
virtual void DoAttackTrace(FName DamageSourceBone) = 0;
/** Performs a combo attack's check to continue the string. Usually called from a montage's AnimNotify */
UFUNCTION(BlueprintCallable, Category="Attacker")
virtual void CheckCombo() = 0;
/** Performs a charged attack's check to loop the charge animation. Usually called from a montage's AnimNotify */
UFUNCTION(BlueprintCallable, Category="Attacker")
virtual void CheckChargedAttack() = 0;
};