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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#include "Abilities/Tasks/AbilityTask.h"
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2022-09-13 07:18:28 +00:00
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#include "Containers/Map.h"
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#include "Engine/EngineTypes.h"
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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 "AbilityTask_GrantNearbyInteraction.generated.h"
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2022-09-13 07:18:28 +00:00
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class UGameplayAbility;
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class UObject;
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struct FFrame;
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struct FGameplayAbilitySpecHandle;
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struct FObjectKey;
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2022-05-23 18:41:30 +00:00
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UCLASS()
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class UAbilityTask_GrantNearbyInteraction : public UAbilityTask
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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 an overlap occurs. This will need to be better fleshed out so we can specify game specific collision requirements */
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UFUNCTION(BlueprintCallable, Category="Ability|Tasks", meta = (HidePin = "OwningAbility", DefaultToSelf = "OwningAbility", BlueprintInternalUseOnly = "TRUE"))
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static UAbilityTask_GrantNearbyInteraction* GrantAbilitiesForNearbyInteractors(UGameplayAbility* OwningAbility, float InteractionScanRange, float InteractionScanRate);
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private:
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virtual void OnDestroy(bool AbilityEnded) override;
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void QueryInteractables();
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float InteractionScanRange = 100;
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float InteractionScanRate = 0.100;
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FTimerHandle QueryTimerHandle;
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TMap<FObjectKey, FGameplayAbilitySpecHandle> InteractionAbilityCache;
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};
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