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

@@ -32,10 +32,10 @@ class INTEGRATION_API IlxTangibleInterface
// Add interface functions to this class. This is the class that will be inherited to implement this interface.
public:
UFUNCTION(BlueprintImplementableEvent, Category = "Tangible Functionality")
UFUNCTION(BlueprintImplementableEvent, Category = "Luprex|Animation Queue")
bool AnimationQueueChanged();
UFUNCTION(BlueprintImplementableEvent, Category = "Tangible Functionality")
UFUNCTION(BlueprintImplementableEvent, Category = "Luprex|Tangible")
void BecomePossessed();
};
@@ -157,33 +157,24 @@ private:
void SetActorBlueprint(const FString &name);
public:
UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = Luprex)
UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = "Luprex|Animation Queue")
static void GetCurrentAnimation(AActor *target, FlxAnimationStep &step);
UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = Luprex)
UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = "Luprex|Animation Queue")
static void FinishedAnimation(AActor *target, const FlxAnimationStep &step,
bool AutoUpdateXYZ = true, bool AutoUpdateFacing = true, bool AutoUpdatePlane = true);
UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = Luprex)
static FString GetTangiblePlane(AActor* target);
UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = Luprex)
static void SetTangiblePlane(AActor* target, const FString& plane);
UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = Luprex)
static bool IsCurrentPlayer(AActor *target);
UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = Luprex)
UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = "Luprex|Animation Queue")
static void SetAutoFinish(AActor *target, const FString &action, const FVector &xyz);
// Quit the game, reporting an error message to the log.
UFUNCTION(BlueprintCallable, Category = Luprex)
static void Assert(bool condition, const FString &ErrorMessage);
// Call a function by name, on any UObject. If the function doesn't exist, calls
// the fallback function instead. If that isn't found either, returns false.
UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = Luprex)
static void CallFunctionByName(UObject *target, const FString &NamePart1, const FString &NamePart2, const FString &fallback);
UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = "Luprex|Tangible")
static FString GetTangiblePlane(AActor* target);
UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = "Luprex|Tangible")
static void SetTangiblePlane(AActor* target, const FString& plane);
UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = "Luprex|Tangible")
static bool IsCurrentPlayer(AActor *target);
};