コード例 #1
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        public FName GetInstanceName()
        {
            FName result;

            Native_UGameplayTask.GetInstanceName(Address, out result);
            return(result);
        }
コード例 #2
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        public FGameplayResourceSet GetClaimedResources()
        {
            FGameplayResourceSet result;

            Native_UGameplayTask.GetClaimedResources(Address, out result);
            return(result);
        }
コード例 #3
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 /// <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);
     }
 }
コード例 #4
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        public IGameplayTaskOwnerInterface GetTaskOwner()
        {
            UObject obj = GCHelper.Find(Native_UGameplayTask.GetTaskOwner(Address));

            if (obj != null)
            {
                return(obj.GetInterface <IGameplayTaskOwnerInterface>());
            }
            return(null);
        }
コード例 #5
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        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);
            }
        }
コード例 #6
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 public UGameplayTask GetChildTask()
 {
     return(GCHelper.Find <UGameplayTask>(Native_UGameplayTask.GetChildTask(Address)));
 }
コード例 #7
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 /// <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);
 }
コード例 #8
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 public bool IsPaused()
 {
     return(Native_UGameplayTask.IsPaused(Address));
 }
コード例 #9
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 public bool IsFinished()
 {
     return(Native_UGameplayTask.IsFinished(Address));
 }
コード例 #10
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 public ETaskResourceOverlapPolicy GetResourceOverlapPolicy()
 {
     return((ETaskResourceOverlapPolicy)Native_UGameplayTask.GetResourceOverlapPolicy(Address));
 }
コード例 #11
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 /// <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);
 }
コード例 #12
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 public bool RequiresPriorityOrResourceManagement()
 {
     return(Native_UGameplayTask.RequiresPriorityOrResourceManagement(Address));
 }
コード例 #13
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 public void AddRequiredResource(TSubclassOf <UGameplayTaskResource> requiredResource)
 {
     Native_UGameplayTask.AddRequiredResource(Address, ref requiredResource.subclassOf);
 }
コード例 #14
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 public bool HasOwnerFinished()
 {
     return(Native_UGameplayTask.HasOwnerFinished(Address));
 }
コード例 #15
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 public byte GetPriority()
 {
     return(Native_UGameplayTask.GetPriority(Address));
 }
コード例 #16
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 public bool IsSimulating()
 {
     return(Native_UGameplayTask.IsSimulating(Address));
 }
コード例 #17
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 public bool IsTickingTask()
 {
     return(Native_UGameplayTask.IsTickingTask(Address));
 }
コード例 #18
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 public void ExternalCancel()
 {
     Native_UGameplayTask.ExternalCancel(Address);
 }
コード例 #19
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 public UGameplayTasksComponent GetGameplayTasksComponent()
 {
     return(GCHelper.Find <UGameplayTasksComponent>(Native_UGameplayTask.GetGameplayTasksComponent(Address)));
 }
コード例 #20
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 public bool IsWaitingOnAvatar()
 {
     return(Native_UGameplayTask.IsWaitingOnAvatar(Address));
 }
コード例 #21
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 public bool IsOwnedByTasksComponent()
 {
     return(Native_UGameplayTask.IsOwnedByTasksComponent(Address));
 }
コード例 #22
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 public void InitSimulatedTask(UGameplayTasksComponent gameplayTasksComponent)
 {
     Native_UGameplayTask.InitSimulatedTask(Address,
                                            gameplayTasksComponent == null ? IntPtr.Zero : gameplayTasksComponent.Address);
 }
コード例 #23
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 public void AddClaimedResource(TSubclassOf <UGameplayTaskResource> claimedResource)
 {
     Native_UGameplayTask.AddClaimedResource(Address, ref claimedResource.subclassOf);
 }
コード例 #24
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 public bool IsActive()
 {
     return(Native_UGameplayTask.IsActive(Address));
 }
コード例 #25
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 public bool IsWaitingOnRemotePlayerdata()
 {
     return(Native_UGameplayTask.IsWaitingOnRemotePlayerdata(Address));
 }
コード例 #26
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 /// <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)));
 }
コード例 #27
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 public EGameplayTaskState GetState()
 {
     return((EGameplayTaskState)Native_UGameplayTask.GetState(Address));
 }
コード例 #28
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        /////////////////////////////////////////////////////////
        // 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);
        }