Files
Cog/Source/CogSample/CogSampleFunctionLibrary_Gameplay.h
T
2023-10-06 02:27:00 -04:00

77 lines
3.5 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "CogSampleFunctionLibrary_Gameplay.generated.h"
class UAbilitySystemComponent;
class UGameplayAbility;
struct FGameplayAbilitySpecHandle;
struct FGameplayAttribute;
struct FGameplayAttributeData;
struct FGameplayCueNotify_SpawnResult;
struct FGameplayCueParameters;
//--------------------------------------------------------------------------------------------------------------------------
#define ATTRIBUTE_ACCESSORS(ClassName, PropertyName) \
GAMEPLAYATTRIBUTE_PROPERTY_GETTER(ClassName, PropertyName) \
GAMEPLAYATTRIBUTE_VALUE_GETTER(PropertyName) \
GAMEPLAYATTRIBUTE_VALUE_SETTER(PropertyName) \
GAMEPLAYATTRIBUTE_VALUE_INITTER(PropertyName)
//--------------------------------------------------------------------------------------------------------------------------
UCLASS(meta = (ScriptName = "CogSampleFunctionLibrary_Gameplay"))
class UCogSampleFunctionLibrary_Gameplay : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintPure)
static FVector GetActorBottomLocation(const AActor* Actor);
UFUNCTION(BlueprintCallable)
static bool FindAbilitySpecHandleFromClass(UAbilitySystemComponent* AbilitySystemComponent, TSubclassOf<UGameplayAbility> AbilityClass, FGameplayAbilitySpecHandle& SpecHandle);
UFUNCTION(BlueprintCallable)
static void ApplyAllGameplayEffectContextValues(const FGameplayCueParameters& Parameters, const FGameplayCueNotify_SpawnResult& SpawnResult);
/* Same as UAbilitySystemBlueprintLibrary::SendGameplayEventToActor but doesn't log an error when the ability system
* is not found. When a montage is played in the montage editor the notifications are executed and if a notification
* uses SendGameplayEventToActor it will log an error. */
UFUNCTION(BlueprintCallable)
static void SendMontageEvent(AActor* Actor, FGameplayTag EventTag, FGameplayEventData Payload);
UFUNCTION(BlueprintPure)
static float GetFloatValue(const FScalableFloat& ScalableFloat, int32 Level);
UFUNCTION(BlueprintPure)
static bool GetBoolValue(const FScalableFloat& ScalableFloat, int32 Level);
UFUNCTION(BlueprintPure)
static int32 GetIntValue(const FScalableFloat& ScalableFloat, int32 Level);
UFUNCTION(BlueprintPure)
static FVector GetActorTargetLocation(const AActor* Actor);
UFUNCTION(BlueprintPure)
static float AngleBetweenVector2D(FVector2D A, FVector2D B);
UFUNCTION(BlueprintPure)
static void FindSegmentPointDistance(const FVector2D& Segment1, const FVector2D& Segment2, const FVector2D& Point, FVector2D& Projection, float& Time, float& Distance);
UFUNCTION(BlueprintPure)
static void FindCapsulePointDistance(const FVector2D& CapsulePoint1, const FVector2D& CapsulePoint2, const float CapsuleRadius, const FVector2D& Point, FVector2D& Projection, float& Time, float& Distance);
static void AdjustAttributeForMaxChange(UAbilitySystemComponent* AbilityComponent, FGameplayAttributeData& AffectedAttribute, float OldValue, float NewMaxValue, const FGameplayAttribute& AffectedAttributeProperty);
static FCollisionObjectQueryParams ConfigureCollisionObjectParams(const TArray<TEnumAsByte<EObjectTypeQuery>>& ObjectTypes);
static FVector2D ViewportToScreen(const FVector2D& value, const FVector2D& displaySize);
static float ViewportToScreen(const float value, const FVector2D& displaySize);
static FVector2D ScreenToViewport(const FVector2D& value, const FVector2D& displaySize);
static float ScreenToViewport(const float value, const FVector2D& displaySize);
};