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不明不惑
2026-03-03 01:23:02 +08:00
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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Abilities/GameplayAbilityTargetTypes.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "Types/TargetingSystemTypes.h"
#include "GCS_TargetingFunctionLibrary.generated.h"
/**
* Extended library for targeting system utilities.
* 目标系统实用程序的扩展库。
*/
UCLASS()
class GENERICCOMBATSYSTEM_API UGCS_TargetingFunctionLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
/**
* Gets the targeting source context for a targeting request handle.
* 获取目标请求句柄的目标源上下文。
* @param TargetingHandle The targeting request handle. 目标请求句柄。
* @return The targeting source context. 目标源上下文。
*/
UFUNCTION(BlueprintCallable, BlueprintPure, Category = "GCS|Targeting System | Targeting Types")
static FTargetingSourceContext GetTargetingSourceContext(FTargetingRequestHandle TargetingHandle);
UFUNCTION(BlueprintCallable, BlueprintPure, Category = "GCS|Targeting System | Targeting Types")
static FString GetTargetingSourceContextDebugString(FTargetingRequestHandle TargetingHandle);
/**
* Gets the actor targets from a targeting request handle.
* 从目标请求句柄获取Actor目标。
* @param TargetingHandle The targeting request handle. 目标请求句柄。
* @param Targets The actor targets (output). Actor目标输出
*/
UFUNCTION(BlueprintCallable, BlueprintPure, Category = "GCS|Targeting System | Targeting Results")
static void GetTargetingResultsActors(FTargetingRequestHandle TargetingHandle, TArray<AActor*>& Targets);
/**
* Gets the hit results for a targeting handle.
* 获取目标句柄的命中结果。
* @param TargetingHandle The targeting request handle. 目标请求句柄。
* @param OutTargets The hit results (output). 命中结果(输出)。
*/
UFUNCTION(BlueprintCallable, BlueprintPure, Category = "GCS|Targeting System | Targeting Results")
static void GetTargetingResults(FTargetingRequestHandle TargetingHandle, TArray<FHitResult>& OutTargets);
/**
* Converts targeting location info to a source context.
* 将目标位置信息转换为源上下文。
* @param LocationInfo The targeting location info. 目标位置信息。
* @return The targeting source context. 目标源上下文。
*/
UFUNCTION(BlueprintCallable, BlueprintPure, Category = "GCS|Targeting System")
static FTargetingSourceContext ConvertTargetingLocationInfoToSourceContext(FGameplayAbilityTargetingLocationInfo LocationInfo);
};