Rearrange all Blueprint functions into better categories

This commit is contained in:
2024-09-24 18:58:13 -04:00
parent b2aa395c8d
commit 0b7049cf5a
7 changed files with 137 additions and 90 deletions

View File

@@ -35,26 +35,26 @@ public:
void ResetToInitialState();
// Set the entire contents of the console output box.
UFUNCTION(BlueprintImplementableEvent, Category = "Luprex")
UFUNCTION(BlueprintImplementableEvent, Category = "Luprex|Miscellaneous")
void ConsoleSetOutput(const FString& text);
// This is called by the GUI whenever the user hits enter.
UFUNCTION(BlueprintCallable, Category = "Luprex")
UFUNCTION(BlueprintCallable, Category = "Luprex|Miscellaneous")
void ConsoleSendInput(const FString& text);
UFUNCTION(BlueprintCallable, Category = "Luprex")
UFUNCTION(BlueprintCallable, Category = "Luprex|Miscellaneous")
int64 GetPlayerId();
UFUNCTION(BlueprintCallable, Category = "Luprex")
UFUNCTION(BlueprintCallable, Category = "Luprex|Look-At Detection")
void SetLookAt(AActor *actor) { CurrentLookAt = actor; }
UFUNCTION(BlueprintCallable, Category = "Luprex")
UFUNCTION(BlueprintCallable, Category = "Luprex|Look-At Detection")
AActor *GetLookAt() const { return CurrentLookAt; }
UFUNCTION(BlueprintCallable, Category = "Luprex")
UFUNCTION(BlueprintCallable, Category = "Luprex|Look-At Detection")
bool LookAtChanged() const { return CurrentLookAt != PreviousLookAt; }
UFUNCTION(BlueprintImplementableEvent, Category = "Luprex")
UFUNCTION(BlueprintImplementableEvent, Category = "Luprex|Look-At Detection")
void CalculateLookAt(AActor *Player, APlayerController *PlayerController, APlayerCameraManager *Camera);
// Assemble a lua call. To call into lua: