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