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WotAction.h
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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "GameplayTagContainer.h"
#include "WotAction.generated.h"
class UWorld;
class UWotActionComponent;
UCLASS(Blueprintable)
class VOXELRPG_API UWotAction : public UObject
{
GENERATED_BODY()
protected:
UFUNCTION(BlueprintCallable, Category = "Action")
UWotActionComponent* GetOwningComponent() const;
UPROPERTY(EditDefaultsOnly, Category = "Tags")
bool bAllowedWhileFalling = false;
UPROPERTY(EditDefaultsOnly, Category = "Tags")
FGameplayTagContainer GrantsTags;
UPROPERTY(EditDefaultsOnly, Category = "Tags")
FGameplayTagContainer RemovesTags;
UPROPERTY(EditDefaultsOnly, Category = "Tags")
FGameplayTagContainer BlockedTags;
UPROPERTY(EditDefaultsOnly, Category = "Tags")
FGameplayTagContainer RequiredTags;
UPROPERTY(VisibleAnywhere, Category = "Action")
bool bIsRunning;
public:
// Sets default values for this component's properties
UWotAction();
UFUNCTION(BlueprintCallable, Category = "Action")
bool IsRunning() const;
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Action")
bool CanStart(AActor* Instigator);
virtual bool CanStart_Implementation(AActor* Instigator);
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Action")
void Start(AActor* Instigator);
virtual void Start_Implementation(AActor* Instigator);
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Action")
void Stop(AActor* Instigator);
virtual void Stop_Implementation(AActor* Instigator);
// Allows spawning of objects and things in BP as long as we can get
// reference to world
virtual UWorld* GetWorld() const override;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Action")
FName ActionName;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Action", meta = (MultiLine = true))
FName ActionDescription;
};