/// <summary>
 /// Notify called after GameplayTask changes state from Active (finishing or pausing)
 /// </summary>
 public static void OnGameplayTaskDeactivated(this IGameplayTaskOwnerInterface obj, UGameplayTask task)
 {
     Native_IGameplayTaskOwnerInterface.Internal_OnGameplayTaskDeactivated(obj.GetAddress(), task.Address);
 }
 /// <summary>
 /// Get default priority for running a task
 /// </summary>
 public static byte GetGameplayTaskDefaultPriority(this IGameplayTaskOwnerInterface obj)
 {
     return(Native_IGameplayTaskOwnerInterface.Internal_GetGameplayTaskDefaultPriority(obj.GetAddress()));
 }
 /// <summary>
 /// Finds tasks component for given GameplayTask, Task.GetGameplayTasksComponent() may not be initialized at this point!
 /// </summary>
 public static UGameplayTasksComponent GetGameplayTasksComponent(this IGameplayTaskOwnerInterface obj, UGameplayTask task)
 {
     return(GCHelper.Find <UGameplayTasksComponent>(
                Native_IGameplayTaskOwnerInterface.Internal_GetGameplayTasksComponent(obj.GetAddress(), task.Address)));
 }
 /// <summary>
 /// Get "body" of task's owner / default, having location in world (e.g. Owner = AIController, Avatar = Pawn)
 /// </summary>
 public static AActor GetGameplayTaskAvatar(this IGameplayTaskOwnerInterface obj, UGameplayTask task)
 {
     return(GCHelper.Find <AActor>(
                Native_IGameplayTaskOwnerInterface.Internal_GetGameplayTaskAvatar(obj.GetAddress(), task.Address)));
 }
Exemplo n.º 5
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 /// <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);
 }