本文整理汇总了C++中FGameplayAbilityTargetData类的典型用法代码示例。如果您正苦于以下问题:C++ FGameplayAbilityTargetData类的具体用法?C++ FGameplayAbilityTargetData怎么用?C++ FGameplayAbilityTargetData使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了FGameplayAbilityTargetData类的11个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: GetTargetDataOrigin
FTransform UAbilitySystemBlueprintLibrary::GetTargetDataOrigin(const FGameplayAbilityTargetDataHandle& TargetData, int32 Index)
{
if (TargetData.Data.IsValidIndex(Index) == false)
{
return FTransform::Identity;
}
FGameplayAbilityTargetData* Data = TargetData.Data[Index].Get();
if (Data)
{
if (Data->HasOrigin())
{
return Data->GetOrigin();
}
if (Data->HasHitResult())
{
const FHitResult* HitResultPtr = Data->GetHitResult();
FTransform ReturnTransform;
ReturnTransform.SetLocation(HitResultPtr->TraceStart);
ReturnTransform.SetRotation((HitResultPtr->Location - HitResultPtr->TraceStart).GetSafeNormal().Rotation().Quaternion());
return ReturnTransform;
}
}
return FTransform::Identity;
}
示例2: check
FGameplayAbilityTargetDataHandle UAbilitySystemBlueprintLibrary::FilterTargetData(const FGameplayAbilityTargetDataHandle& TargetDataHandle, FGameplayTargetDataFilterHandle FilterHandle)
{
FGameplayAbilityTargetDataHandle ReturnDataHandle;
for (int32 i = 0; TargetDataHandle.IsValid(i); ++i)
{
const FGameplayAbilityTargetData* UnfilteredData = TargetDataHandle.Get(i);
check(UnfilteredData);
if (UnfilteredData->GetActors().Num() > 0)
{
TArray<TWeakObjectPtr<AActor>> FilteredActors = UnfilteredData->GetActors().FilterByPredicate(FilterHandle);
if (FilteredActors.Num() > 0)
{
//Copy the data first, since we don't understand the internals of it
const UScriptStruct* ScriptStruct = UnfilteredData->GetScriptStruct();
FGameplayAbilityTargetData* NewData = (FGameplayAbilityTargetData*)FMemory::Malloc(ScriptStruct->GetCppStructOps()->GetSize());
ScriptStruct->InitializeStruct(NewData);
ScriptStruct->CopyScriptStruct(NewData, UnfilteredData);
ReturnDataHandle.Data.Add(TSharedPtr<FGameplayAbilityTargetData>(NewData));
if (FilteredActors.Num() < UnfilteredData->GetActors().Num())
{
//We have lost some, but not all, of our actors, so replace the array. This should only be possible with targeting types that permit actor-array setting.
if (!NewData->SetActors(FilteredActors))
{
//This is an error, though we could ignore it. We somehow filtered out part of a list, but the class doesn't support changing the list, so now it's all or nothing.
check(false);
}
}
}
}
}
return ReturnDataHandle;
}
示例3: TargetDataHasOrigin
bool UAbilitySystemBlueprintLibrary::TargetDataHasOrigin(FGameplayAbilityTargetDataHandle TargetData, int32 Index)
{
FGameplayAbilityTargetData* Data = TargetData.Data[Index].Get();
if (Data)
{
return (Data->HasHitResult() || Data->HasOrigin());
}
return false;
}
示例4: TargetDataHasEndPoint
bool UAbilitySystemBlueprintLibrary::TargetDataHasEndPoint(FGameplayAbilityTargetDataHandle TargetData, int32 Index)
{
if (TargetData.Data.IsValidIndex(Index))
{
FGameplayAbilityTargetData* Data = TargetData.Data[Index].Get();
if (Data)
{
return (Data->HasHitResult() || Data->HasEndPoint());
}
}
return false;
}
示例5: TargetDataHasActor
bool UAbilitySystemBlueprintLibrary::TargetDataHasActor(FGameplayAbilityTargetDataHandle TargetData, int32 Index)
{
if (TargetData.Data.IsValidIndex(Index))
{
FGameplayAbilityTargetData* Data = TargetData.Data[Index].Get();
if (Data)
{
return (Data->GetActors().Num() > 0);
}
}
return false;
}
示例6: GetTargetDataEndPointTransform
FTransform UAbilitySystemBlueprintLibrary::GetTargetDataEndPointTransform(FGameplayAbilityTargetDataHandle TargetData, int32 Index)
{
if (TargetData.Data.IsValidIndex(Index))
{
FGameplayAbilityTargetData* Data = TargetData.Data[Index].Get();
if (Data)
{
return Data->GetEndPointTransform();
}
}
return FTransform::Identity;
}
示例7: TargetDataHasOrigin
bool UAbilitySystemBlueprintLibrary::TargetDataHasOrigin(const FGameplayAbilityTargetDataHandle& TargetData, int32 Index)
{
if (TargetData.Data.IsValidIndex(Index) == false)
{
return false;
}
FGameplayAbilityTargetData* Data = TargetData.Data[Index].Get();
if (Data)
{
return (Data->HasHitResult() || Data->HasOrigin());
}
return false;
}
示例8: GetHitResultFromTargetData
FHitResult UAbilitySystemBlueprintLibrary::GetHitResultFromTargetData(FGameplayAbilityTargetDataHandle TargetData, int32 Index)
{
if (TargetData.Data.IsValidIndex(Index))
{
FGameplayAbilityTargetData* Data = TargetData.Data[Index].Get();
if (Data)
{
const FHitResult* HitResultPtr = Data->GetHitResult();
if (HitResultPtr)
{
return *HitResultPtr;
}
}
}
return FHitResult();
}
示例9: DoesTargetDataContainActor
bool UAbilitySystemBlueprintLibrary::DoesTargetDataContainActor(FGameplayAbilityTargetDataHandle TargetData, int32 Index, AActor* Actor)
{
if (TargetData.Data.IsValidIndex(Index))
{
FGameplayAbilityTargetData* Data = TargetData.Data[Index].Get();
if (Data)
{
for (auto DataActorIter : Data->GetActors())
{
if (DataActorIter == Actor)
{
return true;
}
}
}
}
return false;
}
示例10:
TArray<AActor*> UAbilitySystemBlueprintLibrary::GetActorsFromTargetData(FGameplayAbilityTargetDataHandle TargetData, int32 Index)
{
if (TargetData.Data.IsValidIndex(Index))
{
FGameplayAbilityTargetData* Data = TargetData.Data[Index].Get();
TArray<AActor*> ResolvedArray;
if (Data)
{
TArray<TWeakObjectPtr<AActor> > WeakArray = Data->GetActors();
for (TWeakObjectPtr<AActor> WeakPtr : WeakArray)
{
ResolvedArray.Add(WeakPtr.Get());
}
}
return ResolvedArray;
}
return TArray<AActor*>();
}
示例11: GetTargetDataEndPoint
FVector UAbilitySystemBlueprintLibrary::GetTargetDataEndPoint(FGameplayAbilityTargetDataHandle TargetData, int32 Index)
{
if (TargetData.Data.IsValidIndex(Index))
{
FGameplayAbilityTargetData* Data = TargetData.Data[Index].Get();
if (Data)
{
const FHitResult* HitResultPtr = Data->GetHitResult();
if (HitResultPtr)
{
return HitResultPtr->Location;
}
else if (Data->HasEndPoint())
{
return Data->GetEndPoint();
}
}
}
return FVector::ZeroVector;
}