Files
Aura/Source/Aura/Public/AsyncTask/InspectCooldownTask.h
2024-03-20 16:21:19 +01:00

54 lines
1.4 KiB
C++

// Amasson
#pragma once
#include "CoreMinimal.h"
#include "Kismet/BlueprintAsyncActionBase.h"
#include "GameplayTagContainer.h"
#include "ActiveGameplayEffectHandle.h"
#include "InspectCooldownTask.generated.h"
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FCooldownChangeSignature, float, TimeRemaining, float, TimeTotal);
class UAbilitySystemComponent;
struct FGameplayEffectSpec;
/**
*
*/
UCLASS(BlueprintType, meta = (ExposedAsyncProxy = "AsyncTask"))
class AURA_API UInspectCooldownTask : public UBlueprintAsyncActionBase
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintAssignable)
FCooldownChangeSignature CooldownStart;
UPROPERTY(BlueprintAssignable)
FCooldownChangeSignature CooldownEnd;
UFUNCTION(BlueprintCallable, meta = (BlueprintInternalUseOnly = true))
static UInspectCooldownTask* InspectCooldown(UAbilitySystemComponent* AbilitySystemComponent, FGameplayTag InCooldownTag);
UFUNCTION(BlueprintCallable)
void EndTask();
UFUNCTION(BlueprintCallable)
void BroadcastEffectCooldownTime();
protected:
UPROPERTY()
TObjectPtr<UAbilitySystemComponent> ASC;
FGameplayTag CooldownTag;
void CooldownTagChanged(const FGameplayTag ChangedTag, int32 NewCount);
void OnActiveEffectAdded(UAbilitySystemComponent* TargetASC, const FGameplayEffectSpec& SpecApplied, FActiveGameplayEffectHandle ActiveEffectHandle);
bool EffectHasCooldownTag(const FGameplayEffectSpec& EffectSpec);
};