#include <AT_ApplyVelocityCurve.h>
◆ UAT_ApplyVelocityCurve()
| UAT_ApplyVelocityCurve::UAT_ApplyVelocityCurve |
( |
| ) |
|
14{
15 bTickingTask = true;
16}
◆ Activate()
| void UAT_ApplyVelocityCurve::Activate |
( |
| ) |
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overridevirtual |
32{
33 Super::Activate();
34
37
41
45}
bool bOriginalOrientRotationToMovement
Definition AT_ApplyVelocityCurve.h:53
bool bOriginalUseControllerDesiredRotation
Definition AT_ApplyVelocityCurve.h:54
bool bOriginalUseControllerRotationYaw
Definition AT_ApplyVelocityCurve.h:52
TObjectPtr< UCharacterMovementComponent > MovementComponent
Definition AT_ApplyVelocityCurve.h:40
TObjectPtr< ACharacter > OwnerCharacter
Definition AT_ApplyVelocityCurve.h:37
◆ ApplyVelocityCurve()
| UAT_ApplyVelocityCurve * UAT_ApplyVelocityCurve::ApplyVelocityCurve |
( |
UGameplayAbility * |
OwningAbility, |
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|
UCurveFloat * |
InProgressCurve, |
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|
FVector |
Direction, |
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float |
NormalizationFactor, |
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float |
Duration, |
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float |
Distance |
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) |
| |
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static |
20{
27 return NewTask;
28}
Definition AT_ApplyVelocityCurve.h:18
float TaskDuration
Definition AT_ApplyVelocityCurve.h:48
float NormalizationFactor
Definition AT_ApplyVelocityCurve.h:50
float TargetDistance
Definition AT_ApplyVelocityCurve.h:49
TObjectPtr< UCurveFloat > ProgressCurve
Definition AT_ApplyVelocityCurve.h:34
FVector NormalizedDirection
Definition AT_ApplyVelocityCurve.h:43
◆ OnDestroy()
| void UAT_ApplyVelocityCurve::OnDestroy |
( |
bool |
bInOwnerFinished | ) |
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|
overridevirtual |
49{
51 {
53 }
54
56 {
59 }
60
61 Super::OnDestroy(bInOwnerFinished);
62}
◆ TickTask()
| void UAT_ApplyVelocityCurve::TickTask |
( |
float |
DeltaTime | ) |
|
|
overridevirtual |
66{
67 Super::TickTask(DeltaTime);
68
69 const FVector LastInputVector =
OwnerCharacter->GetLastMovementInputVector();
72
73 if (LastInputVector.SquaredLength() > 0.0f)
74 {
75 const FGameplayAttribute MoveSpeedAttribute = UPlayerAttributeSet::GetMoveSpeedAttribute();
76 const float MoveSpeed = AbilitySystemComponent->GetNumericAttributeBase(MoveSpeedAttribute);
78 }
79 else
80 {
82 }
83
85}
FVector ExtraVelocity
Definition AT_ApplyVelocityCurve.h:44
float Elapsed
Definition AT_ApplyVelocityCurve.h:47
◆ bOriginalOrientRotationToMovement
| bool UAT_ApplyVelocityCurve::bOriginalOrientRotationToMovement = false |
|
protected |
◆ bOriginalUseControllerDesiredRotation
| bool UAT_ApplyVelocityCurve::bOriginalUseControllerDesiredRotation = false |
|
protected |
◆ bOriginalUseControllerRotationYaw
| bool UAT_ApplyVelocityCurve::bOriginalUseControllerRotationYaw = false |
|
protected |
◆ Elapsed
| float UAT_ApplyVelocityCurve::Elapsed = 0.0f |
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protected |
◆ ExtraVelocity
| FVector UAT_ApplyVelocityCurve::ExtraVelocity = FVector::ZeroVector |
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protected |
◆ MovementComponent
| TObjectPtr<UCharacterMovementComponent> UAT_ApplyVelocityCurve::MovementComponent |
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protected |
◆ NormalizationFactor
| float UAT_ApplyVelocityCurve::NormalizationFactor = 0.0f |
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protected |
◆ NormalizedDirection
| FVector UAT_ApplyVelocityCurve::NormalizedDirection = FVector::ZeroVector |
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protected |
◆ OwnerCharacter
| TObjectPtr<ACharacter> UAT_ApplyVelocityCurve::OwnerCharacter |
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protected |
◆ ProgressCurve
| TObjectPtr<UCurveFloat> UAT_ApplyVelocityCurve::ProgressCurve |
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protected |
◆ TargetDistance
| float UAT_ApplyVelocityCurve::TargetDistance = 0.0f |
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protected |
◆ TaskDuration
| float UAT_ApplyVelocityCurve::TaskDuration = 0.0f |
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protected |
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