第一次提交

This commit is contained in:
不明不惑
2026-03-03 01:23:02 +08:00
commit 3e434877e8
1053 changed files with 102411 additions and 0 deletions

View File

@@ -0,0 +1,32 @@
// Copyright(c) Aurora Devs 2022-2025. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "UObject/WeakObjectPtrTemplates.h"
#include "UGC_IFocusTargetMethod.generated.h"
/**
* Function which retrieves the target we want the camera to look at. (Uses the Strategy Design Pattern)
*/
UCLASS(abstract, Category = "UGC|Methods", EditInlineNew, Blueprintable)
class AURORADEVS_UGC_API UUGC_IFocusTargetMethod : public UObject
{
GENERATED_BODY()
public:
/*
* Get the location of the target we want the camera to look at.
* @param Owner The owner of the camera.
* @param OwnerLocation The world location of the owner of camera.
* @param ViewPointLocation Camera's location.
* @param ViewPointRotation Camera's rotation.
*/
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "UGC|Methods")
AActor* GetTargetLocation(class AActor* InOwner, FVector OwnerLocation, FVector ViewPointLocation, FRotator ViewPointRotation, FVector& OutTargetLocation);
private:
/** Getter for the cached world pointer, will return null if the actor is not actually spawned in a level */
virtual UWorld* GetWorld() const override;
};

View File

@@ -0,0 +1,32 @@
// Copyright(c) Aurora Devs 2022-2025. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "UObject/WeakObjectPtrTemplates.h"
#include "UGC_IGetActorsMethod.generated.h"
/**
* Function which retrieves a vector of actors. (Uses the Strategy Design Pattern)
*/
UCLASS(abstract, Category = "UGC|Methods", EditInlineNew, Blueprintable)
class AURORADEVS_UGC_API UUGC_IGetActorsMethod : public UObject
{
GENERATED_BODY()
public:
/*
* Get the all actors relevant for this method.
* @param Owner The owner of the camera.
* @param OwnerLocation The world location of the owner of camera.
* @param ViewPointLocation Camera's location.
* @param ViewPointRotation Camera's rotation.
*/
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "UGC|Methods")
void GetActors(class AActor* InOwner, FVector OwnerLocation, FVector ViewPointLocation, FRotator ViewPointRotation, TArray<AActor*>& OutActors);
private:
/** Getter for the cached world pointer, will return null if the actor is not actually spawned in a level */
virtual UWorld* GetWorld() const override;
};