42 lines
1.5 KiB
C
42 lines
1.5 KiB
C
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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/ObjectMacros.h"
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#include "Abilities/Tasks/AbilityTask.h"
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#include "AbilityTask_WaitForInteractableTargets.h"
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#include "AbilityTask_WaitForInteractableTargets_SingleLineTrace.generated.h"
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class AActor;
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class UPrimitiveComponent;
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UCLASS()
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class UAbilityTask_WaitForInteractableTargets_SingleLineTrace : public UAbilityTask_WaitForInteractableTargets
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{
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GENERATED_UCLASS_BODY()
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virtual void Activate() override;
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/** Wait until we trace new set of interactables. This task automatically loops. */
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UFUNCTION(BlueprintCallable, Category="Ability|Tasks", meta = (HidePin = "OwningAbility", DefaultToSelf = "OwningAbility", BlueprintInternalUseOnly = "TRUE"))
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static UAbilityTask_WaitForInteractableTargets_SingleLineTrace* WaitForInteractableTargets_SingleLineTrace(UGameplayAbility* OwningAbility, FInteractionQuery InteractionQuery, FCollisionProfileName TraceProfile, FGameplayAbilityTargetingLocationInfo StartLocation, float InteractionScanRange = 100, float InteractionScanRate = 0.100, bool bShowDebug = false);
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private:
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virtual void OnDestroy(bool AbilityEnded) override;
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void PerformTrace();
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UPROPERTY()
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FInteractionQuery InteractionQuery;
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UPROPERTY()
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FGameplayAbilityTargetingLocationInfo StartLocation;
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float InteractionScanRange = 100;
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float InteractionScanRate = 0.100;
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bool bShowDebug = false;
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FTimerHandle TimerHandle;
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};
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