Files
UnrealEngine/Engine/Source/Runtime/GameplayTasks/Classes/GameplayTaskOwnerInterface.h
2025-05-18 13:04:45 +08:00

46 lines
1.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "UObject/Interface.h"
#include "GameplayTaskTypes.h"
#include "GameplayTaskOwnerInterface.generated.h"
class AActor;
class UGameplayTask;
class UGameplayTasksComponent;
UINTERFACE(MinimalAPI, meta = (CannotImplementInterfaceInBlueprint))
class UGameplayTaskOwnerInterface : public UInterface
{
GENERATED_BODY()
};
class IGameplayTaskOwnerInterface
{
GENERATED_BODY()
public:
/** Finds tasks component for given GameplayTask, Task.GetGameplayTasksComponent() may not be initialized at this point! */
GAMEPLAYTASKS_API virtual UGameplayTasksComponent* GetGameplayTasksComponent(const UGameplayTask& Task) const PURE_VIRTUAL(IGameplayTaskOwnerInterface::GetGameplayTasksComponent, return nullptr;);
/** Get owner of a task or default one when task is null */
GAMEPLAYTASKS_API virtual AActor* GetGameplayTaskOwner(const UGameplayTask* Task) const PURE_VIRTUAL(IGameplayTaskOwnerInterface::GetGameplayTaskOwner, return nullptr;);
/** Get "body" of task's owner / default, having location in world (e.g. Owner = AIController, Avatar = Pawn) */
virtual AActor* GetGameplayTaskAvatar(const UGameplayTask* Task) const { return GetGameplayTaskOwner(Task); }
/** Get default priority for running a task */
virtual uint8 GetGameplayTaskDefaultPriority() const { return FGameplayTasks::DefaultPriority; }
/** Notify called after GameplayTask finishes initialization (not active yet) */
virtual void OnGameplayTaskInitialized(UGameplayTask& Task) {}
/** Notify called after GameplayTask changes state to Active (initial activation or resuming) */
virtual void OnGameplayTaskActivated(UGameplayTask& Task) {}
/** Notify called after GameplayTask changes state from Active (finishing or pausing) */
virtual void OnGameplayTaskDeactivated(UGameplayTask& Task) {}
};