43 lines
2.3 KiB
C++
43 lines
2.3 KiB
C++
// Project Lab - NHTV Igad
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#pragma once
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "EffectFunctionLibrary.generated.h"
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/**
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*
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*/
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UCLASS()
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class UNREALPROJECT_API UEffectFunctionLibrary : public UBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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public:
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UFUNCTION(BlueprintCallable, Category = "Effect", meta = (WorldContext="worldContextObject"))
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static class AEffect* CreateEffect(UObject* worldContextObject, TSubclassOf<class AEffect> effectClass,
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class AActor* followObject = nullptr, float startTime = 0.0f, float durationOverride = 0.0f, bool clientSideOnly = false);
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UFUNCTION(BlueprintCallable, Category = "Effect", meta = (WorldContext = "worldContextObject"))
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static class AEffect* CreateEffectAt(UObject* worldContextObject, TSubclassOf<class AEffect> effectClass,
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const FTransform& transform, float startTime = 0.0f, float durationOverride = 0.0f, bool clientSideOnly = false);
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UFUNCTION(BlueprintCallable, Category = "Effect", meta = (WorldContext = "worldContextObject"))
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static class AEffect* CreateEffectAttached(UObject* worldContextObject, TSubclassOf<class AEffect> effectClass,
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const FTransform& transform, USceneComponent* InParent, FName InSocketName, EAttachLocation::Type AttachLocationType, float startTime = 0.0f, float durationOverride = 0.0f, bool clientSideOnly = false);
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UFUNCTION(BlueprintCallable, Category = "Effect")
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static class AAbilityIndicator* CreateAbilityIndicator(TSubclassOf<class AAbilityIndicator> AAbilityIndicatorClass,
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class ANetworkCharacter* spawner, class AActor* followObject, FVector scale, float durationOverride = 0.0f, bool center = true);
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UFUNCTION(BlueprintCallable, Category = "Effect")
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static class AAbilityIndicator* CreateAbilityIndicatorAt(TSubclassOf<class AAbilityIndicator> AAbilityIndicatorClass, ANetworkCharacter * spawner, const FTransform& transform, FVector scale, float durationOverride, bool center);
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UFUNCTION(BlueprintCallable, Category = "Effect", meta = (WorldContext="worldContextObject"))
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static void PlaySoundEffect2D(UObject* worldContextObject, USoundBase* sound);
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//from is the character who's skeleton is cloned, to is who gets the cloned skeleton
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UFUNCTION(BlueprintCallable, Category = "Effect")
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static void DuplicateAppearance(class ACharacterBase* from, class ACharacterBase* to);
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};
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