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https://github.com/ApfelTeeSaft/UnrealEvent.git
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49 lines
2.0 KiB
C++
49 lines
2.0 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "AbilityTask.h"
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#include "GameplayEffectTypes.h"
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#include "GameplayTagContainer.h"
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#include "EFortGameplayAbilityMontageSectionToPlay.h"
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#include "EFortSharedAnimationState.h"
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#include "FortGameplayAbilityMontageInfo.h"
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#include "WaitTargetSelectionDelegateDelegate.h"
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#include "FortAbilityTask_PlayAnimWaitTarget.generated.h"
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class UAnimMontage;
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class UFortAbilityTask_PlayAnimWaitTarget;
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class UGameplayAbility;
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UCLASS(Blueprintable, MinimalAPI, NotPlaceable)
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class UFortAbilityTask_PlayAnimWaitTarget : 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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FWaitTargetSelectionDelegate Triggered;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FWaitTargetSelectionDelegate Cancelled;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FWaitTargetSelectionDelegate Completed;
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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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public:
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UFortAbilityTask_PlayAnimWaitTarget();
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UFUNCTION(BlueprintCallable)
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static UFortAbilityTask_PlayAnimWaitTarget* PlayAnimWithMontageInfoAndWaitForTrigger(UGameplayAbility* OwningAbility, FName TaskInstanceName, const FFortGameplayAbilityMontageInfo& NewMontageInfo, EFortSharedAnimationState AnimState);
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UFUNCTION(BlueprintCallable)
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static UFortAbilityTask_PlayAnimWaitTarget* PlayAnimWaitTarget(UGameplayAbility* OwningAbility, FName TaskInstanceName, UAnimMontage* MontageToPlay, EFortSharedAnimationState AnimState, EFortGameplayAbilityMontageSectionToPlay SectionToPlay, FName OverrideSection);
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UFUNCTION(BlueprintCallable)
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void OnTargetDataReadyCallback(const FGameplayAbilityTargetDataHandle& TargetData, FGameplayTag ApplicationTag);
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UFUNCTION(BlueprintCallable)
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void OnTargetDataCancelledCallback();
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};
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