Files
FNGameProj/Source/FortniteGame/Public/FortGameplayCueNotify_Loop.h
2024-01-21 00:41:14 +01:00

81 lines
3.8 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "GameplayEffectTypes.h"
#include "FortBurstEffectData.h"
#include "FortGameplayCueAttachInfo.h"
#include "FortGameplayCueAudioInfo_Looping.h"
#include "FortGameplayCueCameraLensEffectInfo.h"
#include "FortGameplayCueForceFeedbackInfo.h"
#include "FortGameplayCueNotify_Actor.h"
#include "FortGameplayCueParticleInfo.h"
#include "FortGameplayCueSpawnResult.h"
#include "FortGameplayCueNotify_Loop.generated.h"
class AActor;
class ADecalActor;
class UAudioComponent;
class UCameraShake;
class UParticleSystemComponent;
UCLASS(Blueprintable)
class FORTNITEGAME_API AFortGameplayCueNotify_Loop : public AFortGameplayCueNotify_Actor {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FFortBurstEffectData ApplicationBurst;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FFortGameplayCueSpawnResult ApplicationResult;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FFortGameplayCueAttachInfo DefaultLoopingAttachment;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FFortGameplayCueParticleInfo> LoopingParticles;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FFortGameplayCueAudioInfo_Looping> LoopingSounds;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FFortGameplayCueForceFeedbackInfo LoopingForceFeedbackEffect;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FFortGameplayCueCameraLensEffectInfo LoopingCameraLensEffect;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FFortGameplayCueSpawnResult LoopingResult;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FFortBurstEffectData RecurringBurst;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FFortGameplayCueSpawnResult RecurringResult;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FFortBurstEffectData RemovalBurst;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FFortGameplayCueSpawnResult RemovalResult;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bTickEnabled;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float TickInterval;
AFortGameplayCueNotify_Loop();
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnRemoval(AActor* MyTarget, const FGameplayCueParameters& Parameters, const TArray<UParticleSystemComponent*>& ParticleComponents, const TArray<UAudioComponent*>& AudioComponents, UCameraShake* BurstCameraShakeInstance, ADecalActor* BurstDecalInstance);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnRecurring(AActor* MyTarget, const FGameplayCueParameters& Parameters, const TArray<UParticleSystemComponent*>& ParticleComponents, const TArray<UAudioComponent*>& AudioComponents, UCameraShake* BurstCameraShakeInstance, ADecalActor* BurstDecalInstance);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnLoopingStart(AActor* MyTarget, const FGameplayCueParameters& Parameters, const TArray<UParticleSystemComponent*>& ParticleComponents, const TArray<UAudioComponent*>& AudioComponents);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnApplication(AActor* MyTarget, const FGameplayCueParameters& Parameters, const TArray<UParticleSystemComponent*>& ParticleComponents, const TArray<UAudioComponent*>& AudioComponents, UCameraShake* BurstCameraShakeInstance, ADecalActor* BurstDecalInstance);
};