public FName GetInstanceName() { FName result; Native_UGameplayTask.GetInstanceName(Address, out result); return(result); }
public FGameplayResourceSet GetClaimedResources() { FGameplayResourceSet result; Native_UGameplayTask.GetClaimedResources(Address, out result); return(result); }
/// <summary> /// Return debug string describing task /// </summary> public string GetDebugString() { using (FStringUnsafe resultUnsafe = new FStringUnsafe()) { Native_UGameplayTask.GetDebugString(Address, ref resultUnsafe.Array); return(resultUnsafe.Value); } }
public IGameplayTaskOwnerInterface GetTaskOwner() { UObject obj = GCHelper.Find(Native_UGameplayTask.GetTaskOwner(Address)); if (obj != null) { return(obj.GetInterface <IGameplayTaskOwnerInterface>()); } return(null); }
public string GetDebugDescription() { // TODO: Use #if WITH_EDITOR if (!FBuild.WithEditor) { return(null); } using (FStringUnsafe resultUnsafe = new FStringUnsafe()) { Native_UGameplayTask.GetDebugDescription(Address, ref resultUnsafe.Array); return(resultUnsafe.Value); } }
public UGameplayTask GetChildTask() { return(GCHelper.Find <UGameplayTask>(Native_UGameplayTask.GetChildTask(Address))); }
/// <summary> /// Called when the task is asked to confirm from an outside node. What this means depends on the individual task. By default, this does nothing other than ending if bEndTask is true. /// </summary> public void ExternalConfirm(bool endTask) { Native_UGameplayTask.ExternalConfirm(Address, endTask); }
public bool IsPaused() { return(Native_UGameplayTask.IsPaused(Address)); }
public bool IsFinished() { return(Native_UGameplayTask.IsFinished(Address)); }
public ETaskResourceOverlapPolicy GetResourceOverlapPolicy() { return((ETaskResourceOverlapPolicy)Native_UGameplayTask.GetResourceOverlapPolicy(Address)); }
/// <summary> /// Called explicitly to end the task (usually by the task itself). Calls OnDestroy. /// @NOTE: you need to call EndTask before sending out any "on completed" delegates. /// If you don't the task will still be in an "active" state while the event receivers may /// assume it's already "finished" */ /// </summary> public void EndTask() { Native_UGameplayTask.EndTask(Address); }
public bool RequiresPriorityOrResourceManagement() { return(Native_UGameplayTask.RequiresPriorityOrResourceManagement(Address)); }
public void AddRequiredResource(TSubclassOf <UGameplayTaskResource> requiredResource) { Native_UGameplayTask.AddRequiredResource(Address, ref requiredResource.subclassOf); }
public bool HasOwnerFinished() { return(Native_UGameplayTask.HasOwnerFinished(Address)); }
public byte GetPriority() { return(Native_UGameplayTask.GetPriority(Address)); }
public bool IsSimulating() { return(Native_UGameplayTask.IsSimulating(Address)); }
public bool IsTickingTask() { return(Native_UGameplayTask.IsTickingTask(Address)); }
public void ExternalCancel() { Native_UGameplayTask.ExternalCancel(Address); }
public UGameplayTasksComponent GetGameplayTasksComponent() { return(GCHelper.Find <UGameplayTasksComponent>(Native_UGameplayTask.GetGameplayTasksComponent(Address))); }
public bool IsWaitingOnAvatar() { return(Native_UGameplayTask.IsWaitingOnAvatar(Address)); }
public bool IsOwnedByTasksComponent() { return(Native_UGameplayTask.IsOwnedByTasksComponent(Address)); }
public void InitSimulatedTask(UGameplayTasksComponent gameplayTasksComponent) { Native_UGameplayTask.InitSimulatedTask(Address, gameplayTasksComponent == null ? IntPtr.Zero : gameplayTasksComponent.Address); }
public void AddClaimedResource(TSubclassOf <UGameplayTaskResource> claimedResource) { Native_UGameplayTask.AddClaimedResource(Address, ref claimedResource.subclassOf); }
public bool IsActive() { return(Native_UGameplayTask.IsActive(Address)); }
public bool IsWaitingOnRemotePlayerdata() { return(Native_UGameplayTask.IsWaitingOnRemotePlayerdata(Address)); }
/// <summary> /// Proper way to get the avatar actor associated with the task owner (usually a pawn, tower, etc) /// </summary> public AActor GetAvatarActor() { return(GCHelper.Find <AActor>(Native_UGameplayTask.GetAvatarActor(Address))); }
public EGameplayTaskState GetState() { return((EGameplayTaskState)Native_UGameplayTask.GetState(Address)); }
///////////////////////////////////////////////////////// // Everything above this line belongs to UUSharpGameplayTask. Putting them here as they allow us to access these // protected members from C# when inheriting from something other than UUSharpGameplayTask ///////////////////////////////////////////////////////// /// <summary> /// Called to trigger the actual task once the delegates have been set up /// </summary> public void ReadyForActivation() { Native_UGameplayTask.ReadyForActivation(Address); }