61 lines
1.9 KiB
C++
61 lines
1.9 KiB
C++
// © 2024 Long Ly. All rights reserved. Any unauthorized use, reproduction, or distribution of this trademark is strictly prohibited and may result in legal action.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameplayTagContainer.h"
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#include "Engine/DataAsset.h"
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#include "OLSInputConfigDataAsset.generated.h"
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/**
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* FOLSInputAction
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*
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* Struct used to map a input action to a gameplay input tag.
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*/
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USTRUCT(BlueprintType)
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struct FOLSInputAction
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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TObjectPtr<const class UInputAction> InputAction = nullptr;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Meta = (Categories = "InputTag"))
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FGameplayTag InputTag = FGameplayTag::EmptyTag;
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};
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/**
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* UOLSInputConfigDataAsset
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*
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* Non-mutable data asset that contains input configuration properties.
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*/
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UCLASS(BlueprintType, Const)
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class OLS_API UOLSInputConfigDataAsset : public UDataAsset
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{
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GENERATED_BODY()
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public:
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UOLSInputConfigDataAsset(const FObjectInitializer& objectInitializer);
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public:
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UFUNCTION(BlueprintCallable, Category = "Lyra|Pawn")
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const UInputAction* FindNativeInputActionForTag(const FGameplayTag& inputTag, bool shouldLogNotFound = true) const;
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UFUNCTION(BlueprintCallable, Category = "Lyra|Pawn")
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const UInputAction* FindAbilityInputActionForTag(const FGameplayTag& inputTag, bool shouldLogNotFound = true) const;
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public:
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// List of input actions used by the owner. These input actions are mapped to a gameplay tag and must be manually bound.
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Meta = (TitleProperty = "InputAction"))
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TArray<FOLSInputAction> NativeInputActions;
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// List of input actions used by the owner. These input actions are mapped to a gameplay tag and are automatically bound to abilities with matching input tags.
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Meta = (TitleProperty = "InputAction"))
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TArray<FOLSInputAction> AbilityInputActions;
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};
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