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Add target acquisition in the sample
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@@ -11,12 +11,14 @@ struct FGameplayAttributeData;
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struct FGameplayCueNotify_SpawnResult;
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struct FGameplayCueParameters;
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//--------------------------------------------------------------------------------------------------------------------------
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#define ATTRIBUTE_ACCESSORS(ClassName, PropertyName) \
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GAMEPLAYATTRIBUTE_PROPERTY_GETTER(ClassName, PropertyName) \
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GAMEPLAYATTRIBUTE_VALUE_GETTER(PropertyName) \
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GAMEPLAYATTRIBUTE_VALUE_SETTER(PropertyName) \
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GAMEPLAYATTRIBUTE_VALUE_INITTER(PropertyName)
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//--------------------------------------------------------------------------------------------------------------------------
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UCLASS(meta = (ScriptName = "CogSampleFunctionLibrary_Gameplay"))
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class UCogSampleFunctionLibrary_Gameplay : public UBlueprintFunctionLibrary
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{
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@@ -24,8 +26,6 @@ class UCogSampleFunctionLibrary_Gameplay : public UBlueprintFunctionLibrary
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public:
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static void AdjustAttributeForMaxChange(UAbilitySystemComponent* AbilityComponent, FGameplayAttributeData& AffectedAttribute, float OldValue, float NewMaxValue, const FGameplayAttribute& AffectedAttributeProperty);
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UFUNCTION(BlueprintPure)
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static FVector GetActorBottomLocation(const AActor* Actor);
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@@ -49,4 +49,28 @@ public:
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UFUNCTION(BlueprintPure)
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static int32 GetIntValue(const FScalableFloat& ScalableFloat, int32 Level);
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UFUNCTION(BlueprintPure)
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static FVector GetActorTargetLocation(const AActor* Actor);
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UFUNCTION(BlueprintPure)
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static float AngleBetweenVector2D(FVector2D A, FVector2D B);
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UFUNCTION(BlueprintPure)
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static void FindSegmentPointDistance(const FVector2D& Segment1, const FVector2D& Segment2, const FVector2D& Point, FVector2D& Projection, float& Time, float& Distance);
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UFUNCTION(BlueprintPure)
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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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static void AdjustAttributeForMaxChange(UAbilitySystemComponent* AbilityComponent, FGameplayAttributeData& AffectedAttribute, float OldValue, float NewMaxValue, const FGameplayAttribute& AffectedAttributeProperty);
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static FCollisionObjectQueryParams ConfigureCollisionObjectParams(const TArray<TEnumAsByte<EObjectTypeQuery>>& ObjectTypes);
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static FVector2D ViewportToScreen(const FVector2D& value, const FVector2D& displaySize);
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static float ViewportToScreen(const float value, const FVector2D& displaySize);
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static FVector2D ScreenToViewport(const FVector2D& value, const FVector2D& displaySize);
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static float ScreenToViewport(const float value, const FVector2D& displaySize);
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};
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