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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 "GameplayEffectTypes.h"
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#include "GameplayTagContainer.h"
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "GGA_GameplayCueFunctionLibrary.generated.h"
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/**
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* Blueprint function library for gameplay cue operations.
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* 用于游戏反馈操作的蓝图函数库。
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*/
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UCLASS()
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class GENERICGAMEPLAYABILITIES_API UGGA_GameplayCueFunctionLibrary : public UBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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public:
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/**
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* Executes a local gameplay cue on an actor.
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* 在演员上执行本地游戏反馈。
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* @param Actor The actor to execute the cue on. 要执行反馈的演员。
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* @param GameplayCueTag The gameplay cue tag. 游戏反馈标签。
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* @param GameplayCueParameters Parameters for the gameplay cue. 游戏反馈参数。
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*/
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UFUNCTION(BlueprintCallable, Category = "GGA|GameplayCue", Meta = (DefaultToSelf="Actor", AutoCreateRefTerm = "GameplayCueParameters", GameplayTagFilter = "GameplayCue"))
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static void ExecuteGameplayCueLocal(AActor* Actor, const FGameplayTag GameplayCueTag, const FGameplayCueParameters& GameplayCueParameters);
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/**
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* Adds a local gameplay cue to an actor.
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* 向演员添加本地游戏反馈。
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* @param Actor The actor to add the cue to. 要添加反馈的演员。
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* @param GameplayCueTag The gameplay cue tag. 游戏反馈标签。
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* @param GameplayCueParameters Parameters for the gameplay cue. 游戏反馈参数。
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*/
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UFUNCTION(BlueprintCallable, Category = "GGA|GameplayCue", Meta = (DefaultToSelf="Actor", AutoCreateRefTerm = "GameplayCueParameters", GameplayTagFilter = "GameplayCue"))
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static void AddGameplayCueLocal(AActor* Actor, const FGameplayTag GameplayCueTag, const FGameplayCueParameters& GameplayCueParameters);
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/**
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* Removes a local gameplay cue from an actor.
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* 从演员移除本地游戏反馈。
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* @param Actor The actor to remove the cue from. 要移除反馈的演员。
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* @param GameplayCueTag The gameplay cue tag. 游戏反馈标签。
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* @param GameplayCueParameters Parameters for the gameplay cue. 游戏反馈参数。
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*/
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UFUNCTION(BlueprintCallable, Category = "GGA|GameplayCue", Meta = (DefaultToSelf="Actor", AutoCreateRefTerm = "GameplayCueParameters", GameplayTagFilter = "GameplayCue"))
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static void RemoveGameplayCueLocal(AActor* Actor, const FGameplayTag GameplayCueTag, const FGameplayCueParameters& GameplayCueParameters);
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};
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