text: // Fill out your copyright notice in the Description page of Project Settings.
  
  #pragma once
  
  #include "CoreMinimal.h"
  #include "GameFramework/Character.h"
  #include "EnemyAICharacter.generated.h"
  
  class UCapsuleComponent;
  class AEnemySpawner;
  class UWidgetComponent;
  
  UCLASS()
  class TDSHOOTER_API AEnemyAICharacter : public ACharacter
  {
  	GENERATED_BODY()
  
  public:
  	// Sets default values for this character's properties
  	AEnemyAICharacter();
  	
  	void TakeDamage_(float damage);
  
  	void Reset();
  
  	UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = "Enemy stats")
  		float totalLife = 100.f;
  	UPROPERTY(VisibleAnyWhere, BlueprintReadWrite, Category = "Enemy stats")
  		float lifePercent = .1f;
  
  	UPROPERTY(VisibleAnyWhere, BlueprintReadWrite, Category = "Enemy stats")
  		bool isActive = false;
  
  	float lifeAmount = 0.f;
  
  	AEnemySpawner* spawner = nullptr;
  	FVector waitingZone;
  
  
  protected:
  
  	// Called when the game starts or when spawned
  	virtual void BeginPlay() override;
  
  	UFUNCTION(BlueprintCallable, CallInEditor)
  		void SetDead();
  
  	UFUNCTION(BlueprintCallable, CallInEditor)
  		void AttackAction();
  
  private:
  
  	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
  		UCapsuleComponent* attackTrigger;
  
  };
  