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https://github.com/ApfelTeeSaft/UnrealEvent.git
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52 lines
1.9 KiB
C++
52 lines
1.9 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "AbilityTask.h"
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#include "AnimWaitSimpleDelegateDelegate.h"
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#include "EFortSharedAnimationState.h"
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#include "FortGameplayAbilityMontageInfo.h"
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#include "FortAbilityTask_PlayAnimAndWait.generated.h"
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class UAnimMontage;
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class UFortAbilityTask_PlayAnimAndWait;
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class UGameplayAbility;
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UCLASS(Blueprintable, MinimalAPI, NotPlaceable)
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class UFortAbilityTask_PlayAnimAndWait : public UAbilityTask {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FAnimWaitSimpleDelegate OnCompleted;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FAnimWaitSimpleDelegate OnBlendOut;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FAnimWaitSimpleDelegate OnInterrupted;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FAnimWaitSimpleDelegate OnCancelled;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FFortGameplayAbilityMontageInfo MontageInfo;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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EFortSharedAnimationState AnimState;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bStopWhenAbilityEnds;
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public:
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UFortAbilityTask_PlayAnimAndWait();
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UFUNCTION(BlueprintCallable)
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void OnAnimInterrupted();
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UFUNCTION(BlueprintCallable)
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void OnAnimBlendingOut(UAnimMontage* Montage, bool bInterrupted);
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UFUNCTION(BlueprintCallable)
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static UFortAbilityTask_PlayAnimAndWait* CreatePlayAnimAndWaitProxy(UGameplayAbility* OwningAbility, FName TaskInstanceName, const FFortGameplayAbilityMontageInfo& PlayMontageInfo, EFortSharedAnimationState NewAnimState, bool NewBStopWhenAbilityEnds);
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};
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