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https://github.com/ApfelTeeSaft/UnrealEvent.git
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67 lines
2.3 KiB
C++
67 lines
2.3 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "AbilitySystemComponent.h"
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#include "GameplayTagContainer.h"
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#include "AttributeInfo.h"
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#include "EFortSharedAnimationState.h"
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#include "GameplayAbilityRepSharedAnim.h"
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#include "ReplicatedMontagePair.h"
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#include "FortAbilitySystemComponent.generated.h"
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class UAnimMontage;
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UCLASS(Blueprintable, EditInlineNew, MinimalAPI, ClassGroup=Custom, meta=(BlueprintSpawnableComponent))
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class UFortAbilitySystemComponent : public UAbilitySystemComponent {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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FReplicatedMontagePair LandingMontagePair;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_SharedAnim, meta=(AllowPrivateAccess=true))
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FGameplayAbilityRepSharedAnim RepSharedAnimInfo;
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public:
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UFortAbilitySystemComponent();
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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protected:
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UFUNCTION(BlueprintCallable)
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void SetSharedAnimStateWithMontage(EFortSharedAnimationState State, UAnimMontage* Montage);
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UFUNCTION(BlueprintCallable)
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void SetSharedAnimState(EFortSharedAnimationState State);
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public:
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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void SetLandingMontageReplication(UAnimMontage* Montage1, FName Section1, UAnimMontage* Montage2, FName Section2);
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protected:
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UFUNCTION(BlueprintCallable)
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void OnRep_SharedAnim();
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public:
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UFUNCTION(BlueprintCallable, NetMulticast, Unreliable)
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void NetMulticast_RefreshActiveGameplayEffectCueEvents();
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool HasActiveAbilityWithAnyMatchingTag(FGameplayTagContainer Tags) const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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float GetAttributeMagnitude(const FAttributeInfo Info) const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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FAttributeInfo FindAttributeInformation(const FString& AttributeName) const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool CanActivateAbilityWithMatchingTag(FGameplayTagContainer GameplayAbilityTags) const;
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UFUNCTION(BlueprintCallable)
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void BP_UnBlockAbilitiesWithTags(const FGameplayTagContainer& Tags);
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UFUNCTION(BlueprintCallable)
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void BP_BlockAbilitiesWithTags(const FGameplayTagContainer& Tags);
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};
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