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Cog Sample: Adding more gameplay
Cog Sample: Make Area a component instead of an actor Cog Sample: Add Basic actor for Projectiles, Areas, etc... Cog Sample: Start to add Projectile Cog Sample: Start to add SpawnPrediction
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@@ -2,15 +2,18 @@
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#include "CoreMinimal.h"
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#include "CogSampleDefines.h"
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "CogSampleFunctionLibrary_Gameplay.generated.h"
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class UAbilitySystemComponent;
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class UGameplayAbility;
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class UGameplayEffect;
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struct FGameplayAbilitySpecHandle;
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struct FGameplayAttribute;
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struct FGameplayAttributeData;
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struct FGameplayCueNotify_SpawnResult;
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struct FGameplayCueParameters;
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struct FGameplayEffectSpecHandle;
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struct FGameplayTagContainer;
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//--------------------------------------------------------------------------------------------------------------------------
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@@ -65,7 +68,25 @@ public:
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static void FindCapsulePointDistance(const FVector2D& CapsulePoint1, const FVector2D& CapsulePoint2, const float CapsuleRadius, const FVector2D& Point, FVector2D& Projection, float& Time, float& Distance);
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UFUNCTION(BlueprintPure)
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static AActor* GetActorInstigator(AActor* Actor);
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static AActor* GetInstigator(const AActor* Actor);
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UFUNCTION(BlueprintPure)
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static int32 GetProgressionLevel(const AActor* Actor);
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UFUNCTION(BlueprintCallable)
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static void SetProgressionLevel(AActor* Actor, int32 Value);
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UFUNCTION(BlueprintPure)
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static AActor* GetCreator(const AActor* Actor);
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UFUNCTION(BlueprintCallable)
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static void SetCreator(AActor* Actor, AActor* Value);
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UFUNCTION(BlueprintCallable)
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static bool IsAlive(const AActor* Actor);
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UFUNCTION(BlueprintCallable)
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static bool IsDead(const AActor* Actor);
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static void AdjustAttributeForMaxChange(UAbilitySystemComponent* AbilityComponent, FGameplayAttributeData& AffectedAttribute, float OldValue, float NewMaxValue, const FGameplayAttribute& AffectedAttributeProperty);
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@@ -85,5 +106,5 @@ public:
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static bool IsActorMatchingTags(const AActor* Actor, const FGameplayTagContainer& RequiredTags, const FGameplayTagContainer& IgnoredTags);
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static bool MatchCooldownTag(const FGameplayTagContainer& TagContainer);
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static void MakeOutgoingSpecs(const AActor* Actor, const TArray<TSubclassOf<UGameplayEffect>>& Effects, const TArray<FGameplayEffectSpecHandle>& BakedEffects, TMap<TSubclassOf<UGameplayEffect>, FGameplayEffectSpecHandle>& Result);
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};
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