예제 #1
0
 protected virtual string OnGenerateDebugDescription()
 {
     using (FStringUnsafe resultUnsafe = new FStringUnsafe())
     {
         Native_UUSharpGameplayTask.Base_GenerateDebugDescription(Address, ref resultUnsafe.Array);
         return(resultUnsafe.Value);
     }
 }
예제 #2
0
        protected static IGameplayTaskOwnerInterface ConvertToTaskOwner(AActor ownerActor)
        {
            UObject obj = GCHelper.Find(Native_UUSharpGameplayTask.Internal_ConvertToTaskOwnerActor(ownerActor.Address));

            if (obj != null)
            {
                return(obj.GetInterface <IGameplayTaskOwnerInterface>());
            }
            return(null);
        }
예제 #3
0
 /// <summary>
 /// Initailizes the task with the task owner interface instance but does not actviate until Activate() is called
 /// </summary>
 protected void InitTask(IGameplayTaskOwnerInterface taskOwner, byte priority)
 {
     Native_UUSharpGameplayTask.Internal_InitTask(Address, taskOwner.GetAddress(), priority);
 }
예제 #4
0
 /// <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>
 protected virtual void OnExternalConfirm(bool endTask)
 {
     Native_UUSharpGameplayTask.Base_ExternalConfirm(Address, endTask);
 }
예제 #5
0
 protected virtual void OnInitSimulatedTask(UGameplayTasksComponent gameplayTasksComponent)
 {
     Native_UUSharpGameplayTask.Base_InitSimulatedTask(Address,
                                                       gameplayTasksComponent == null ? IntPtr.Zero : gameplayTasksComponent.Address);
 }
예제 #6
0
 /// <summary>
 /// Called to trigger the actual task once the delegates have been set up
 /// Note that the default implementation does nothing and you don't have to call it
 /// </summary>
 protected virtual void OnActivate()
 {
     Native_UUSharpGameplayTask.Base_Activate(Address);
 }
예제 #7
0
 protected virtual void OnResume()
 {
     Native_UUSharpGameplayTask.Base_Resume(Address);
 }
예제 #8
0
 protected virtual void OnPause()
 {
     Native_UUSharpGameplayTask.Base_Pause(Address);
 }
예제 #9
0
 /// <summary>
 /// End and CleanUp the task - may be called by the task itself or by the task owner if the owner is ending.
 /// IMPORTANT! Do NOT call directly! Call EndTask() or TaskOwnerEnded()
 /// IMPORTANT! When overriding this function make sure to call Super::OnDestroy(bOwnerFinished) as the last thing,
 ///            since the function internally marks the task as "Pending Kill", and this may interfere with internal BP mechanics
 /// </summary>
 protected virtual void OnDestroy(bool ownerFinished)
 {
     Native_UUSharpGameplayTask.Base_OnDestroy(Address, ownerFinished);
 }
예제 #10
0
 /// <summary>
 /// Called when the task is asked to cancel from an outside node. What this means depends on the individual task. By default, this does nothing other than ending the task.
 /// </summary>
 protected virtual void OnExternalCancel()
 {
     Native_UUSharpGameplayTask.Base_ExternalCancel(Address);
 }