2022-05-23 18:41:30 +00:00
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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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2022-09-13 07:18:28 +00:00
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#include "GameplayAbilitySpec.h"
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2022-05-23 18:41:30 +00:00
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#include "LyraGameplayAbility.h"
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2022-09-13 07:18:28 +00:00
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#include "UObject/UObjectGlobals.h"
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2022-05-23 18:41:30 +00:00
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#include "LyraGameplayAbility_Jump.generated.h"
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2022-09-13 07:18:28 +00:00
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class UObject;
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struct FFrame;
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struct FGameplayAbilityActorInfo;
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struct FGameplayTagContainer;
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2022-05-23 18:41:30 +00:00
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/**
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* ULyraGameplayAbility_Jump
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*
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* Gameplay ability used for character jumping.
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*/
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UCLASS(Abstract)
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class ULyraGameplayAbility_Jump : public ULyraGameplayAbility
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{
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GENERATED_BODY()
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public:
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ULyraGameplayAbility_Jump(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
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protected:
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virtual bool CanActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayTagContainer* SourceTags, const FGameplayTagContainer* TargetTags, FGameplayTagContainer* OptionalRelevantTags) const override;
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virtual void EndAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, bool bReplicateEndAbility, bool bWasCancelled) override;
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UFUNCTION(BlueprintCallable, Category = "Lyra|Ability")
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void CharacterJumpStart();
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UFUNCTION(BlueprintCallable, Category = "Lyra|Ability")
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void CharacterJumpStop();
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};
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