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Copy pathStaminaComponent.cpp
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114 lines (91 loc) · 2.46 KB
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// Fill out your copyright notice in the Description page of Project Settings.
#include "StaminaComponent.h"
// Sets default values for this component's properties
UStaminaComponent::UStaminaComponent()
{
PrimaryComponentTick.bCanEverTick = true;
bIsSprinting = false;
bCanRegenerate = true;
CurrentStamina = 100.f;
}
void UStaminaComponent::BeginPlay()
{
Super::BeginPlay();
}
void UStaminaComponent::Initialize(UCharacterStatsAsset* StatsAsset)
{
if (StatsAsset)
{
Stats = StatsAsset;
CurrentStamina = Stats->MaxStamina;
OnStaminaChanged.Broadcast(CurrentStamina, Stats->MaxStamina);
}
}
void UStaminaComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
if (!Stats) return;
if (bIsSprinting)
{
float Drain = Stats->StaminaDrainPerSprint * DeltaTime;
CurrentStamina = FMath::Clamp(CurrentStamina - Drain, 0.0f, Stats->MaxStamina);
if (CurrentStamina <= 0.0f)
{
bIsSprinting = false;
OnStaminaExhausted.Broadcast();
}
}
else if (bCanRegenerate && CurrentStamina < Stats->MaxStamina)
{
float Regen = Stats->StaminaRegenPerSecond * DeltaTime;
CurrentStamina = FMath::Clamp(CurrentStamina + Regen, 0.0f, Stats->MaxStamina);
}
if (CurrentStamina < Stats->MaxStamina || bIsSprinting)
{
OnStaminaChanged.Broadcast(CurrentStamina, Stats->MaxStamina);
}
}
void UStaminaComponent::SetSprinting(bool bNewSprinting)
{
if (bIsSprinting == bNewSprinting) return;
bIsSprinting = bNewSprinting;
if (bIsSprinting)
{
bCanRegenerate = false;
GetWorld()->GetTimerManager().ClearTimer(RegenDelayTimer);
}
else
{
if (Stats)
{
GetWorld()->GetTimerManager().SetTimer(RegenDelayTimer, this, &UStaminaComponent::EnableRegeneration, Stats->StaminaRegenDelay, false);
}
}
}
bool UStaminaComponent::TryConsumeStamina(float Amount)
{
if (CurrentStamina >= Amount)
{
CurrentStamina -= Amount;
bCanRegenerate = false;
if (Stats)
{
GetWorld()->GetTimerManager().SetTimer(RegenDelayTimer, this, &UStaminaComponent::EnableRegeneration, Stats->StaminaRegenDelay, false);
}
OnStaminaChanged.Broadcast(CurrentStamina, Stats ? Stats->MaxStamina : 100.f);
return true;
}
return false;
}
void UStaminaComponent::EnableRegeneration()
{
bCanRegenerate = true;
}
float UStaminaComponent::GetStaminaPercent() const
{
if (Stats && Stats->MaxStamina > 0.f)
{
return CurrentStamina / Stats->MaxStamina;
}
return 0.f;
}