mirror of
https://github.com/Relintai/entity_spell_system.git
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51 lines
1.3 KiB
C++
51 lines
1.3 KiB
C++
#pragma once
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#include <System/System.h>
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#include "AuraScript.h"
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#include "Aura.h"
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#include "WorldEntity.h"
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#include "AuraData.h"
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#include "DamagePipelineData.h"
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#include "EffectPoints.h"
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#include "Quaternion.h"
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#include "GenericAuraAttributeHelper.h"
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using namespace UnityEngine;
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using namespace BS::Player;
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using namespace System;
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namespace BS {
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namespace AurasNS {
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namespace Generic {
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//Forward Declaration
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class AuraScript;
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class GenericAura : public virtual AuraScript, public virtual Object{
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//Attribute: SerializeField*
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private:
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bool hasModifiers;
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public:
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GenericAura(Aura* aura);
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public:
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virtual void Apply(WorldEntity* caster, WorldEntity* target, float spellScale);
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public:
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virtual void DeApply(WorldEntity* target, AuraData* data);
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public:
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virtual bool AuraUpdate(WorldEntity* target, AuraData* data);
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public:
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virtual void POnBeforeDamage(DamagePipelineData* data, AuraData* auraData);
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public:
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virtual void COnAdded(WorldEntity* target, Aura* data, AuraData* auraData);
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public:
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virtual void COnRemoved(WorldEntity* target, Aura* data);
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private:
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void ApplyEffect(WorldEntity* target);
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private:
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void RemoveEffect(WorldEntity* target);
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private:
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void ApplyModifiers(WorldEntity* target);
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private:
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void RemoveModifiers(WorldEntity* target);
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};
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}
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}
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}
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