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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "GCS_CombatStructLibrary.h"
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#include "Engine/DataAsset.h"
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#include "GCS_AbilityActionSetSettings.generated.h"
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class UGCS_LayeredMontageSelectionSet;
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/**
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* Data asset for defining ability action sets.
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* 定义能力动作集的数据资产。
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*/
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UCLASS(BlueprintType, Const, meta=(DisplayName="GCS Ability Action Set"))
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class GENERICCOMBATSYSTEM_API UGCS_AbilityActionSetSettings : public UDataAsset
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{
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GENERATED_BODY()
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public:
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/**
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* Selects the best ability actions based on tags.
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* 根据标签选择最佳能力动作。
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* @param SourceTags Tags for the source. 来源标签。
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* @param TargetTags Tags for the target. 目标标签。
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* @param AbilityTags Tags for the ability. 能力标签。
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* @param Actions The matched ability actions (output). 匹配的能力动作(输出)。
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* @return True if selection is successful. 如果选择成功返回true。
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*/
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UFUNCTION(BlueprintCallable, BlueprintPure=false, Category = "GCS", meta=(AutoCreateRefTerm="TargetTags"))
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bool SelectBestAbilityActions(const FGameplayTagContainer& SourceTags, const FGameplayTagContainer& TargetTags, const FGameplayTagContainer& AbilityTags, TArray<FGCS_AbilityAction>& Actions) const;
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/**
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* Array of ability action sets.
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* 能力动作集数组。
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*/
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UPROPERTY(EditAnywhere, Category="GCS", meta=(TitleProperty="AbilityTag"))
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TArray<FGCS_AbilityActionSet> ActionSets;
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#if WITH_EDITORONLY_DATA
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/**
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* Called before saving in the editor.
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* 编辑器中保存前调用。
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* @param SaveContext The save context. 保存上下文。
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*/
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virtual void PreSave(FObjectPreSaveContext SaveContext) override;
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#endif
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};
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