mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-08-27 03:43:40 +00:00
46 lines
1.7 KiB
C++
46 lines
1.7 KiB
C++
#pragma once
|
|
#include "CoreMinimal.h"
|
|
#include "AbilityTask.h"
|
|
#include "Abilities/GameplayAbilityTargetTypes.h"
|
|
#include "GameplayEffectTypes.h"
|
|
#include "GameplayTagContainer.h"
|
|
#include "WaitTargetSelectionDelegateDelegate.h"
|
|
#include "FortAbilityTask_WaitTargetSelection.generated.h"
|
|
|
|
class UFortAbilityTask_WaitTargetSelection;
|
|
class UGameplayAbility;
|
|
|
|
UCLASS(Blueprintable, MinimalAPI, NotPlaceable)
|
|
class UFortAbilityTask_WaitTargetSelection : public UAbilityTask {
|
|
GENERATED_BODY()
|
|
public:
|
|
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
FWaitTargetSelectionDelegate Targeted;
|
|
|
|
UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
FWaitTargetSelectionDelegate Cancelled;
|
|
|
|
protected:
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
TEnumAsByte<EGameplayTargetingConfirmation::Type> ConfirmationType;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
bool bForceTargetingOnServer;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
FGameplayTag InstantTargetTag;
|
|
|
|
public:
|
|
UFortAbilityTask_WaitTargetSelection();
|
|
UFUNCTION(BlueprintCallable)
|
|
static UFortAbilityTask_WaitTargetSelection* WaitTargetSelection(UGameplayAbility* OwningAbility, FName TaskInstanceName, FGameplayTag InApplicationTag, bool NewBForceTargetingOnServer);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void OnTargetDataReadyCallback(const FGameplayAbilityTargetDataHandle& TargetData, FGameplayTag ApplicationTag);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void OnTargetDataCancelledCallback();
|
|
|
|
};
|
|
|