55 lines
3.8 KiB
C++
Executable file
55 lines
3.8 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "UObject/NoExportTypes.h"
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "DeepPathFinderSize.h"
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#include "EnemySpawnedDelegateDelegate.h"
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#include "SpawningBlueprintLibrary.generated.h"
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class UEnemyDescriptor;
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class UEnemyGroupDescriptor;
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class UObject;
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UCLASS(Blueprintable)
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class FSD_API USpawningBlueprintLibrary : public UBlueprintFunctionLibrary {
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GENERATED_BODY()
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public:
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USpawningBlueprintLibrary();
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static void SpawnEnemyGroupDescriptorSpreadOut(UObject* WorldContextObject, UEnemyGroupDescriptor* descriptor, float Difficulty, const TArray<FVector>& Locations, bool Alert, DeepPathFinderSize pfSize);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static void SpawnEnemyGroupDescriptor(UObject* WorldContextObject, UEnemyGroupDescriptor* descriptor, float Difficulty, FVector Location, bool Alert, DeepPathFinderSize pfSize);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static void SpawnEnemiesFromPool(UObject* WorldContextObject, float Difficulty, const TArray<FVector>& Locations, bool Alert, bool isConstantPreassure);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static void SpawnEnemiesAtLocationWithCallback(UObject* WorldContextObject, UEnemyDescriptor* EnemyDescriptor, int32 Count, FVector Location, const FEnemySpawnedDelegate& Callback, bool Alert, bool scaleToDifficulty, DeepPathFinderSize pfSize);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static void SpawnEnemiesAtLocation(UObject* WorldContextObject, UEnemyDescriptor* EnemyDescriptor, int32 Count, FVector Location, bool Alert, bool scaleToDifficulty, DeepPathFinderSize pfSize);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static void SpawnEnemiesAtEachLocation(UObject* WorldContextObject, UEnemyDescriptor* EnemyDescriptor, TArray<FVector> Locations, DeepPathFinderSize pfSize);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, BlueprintPure, meta=(WorldContext="WorldContextObject"))
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static TArray<FVector> GetSpawnPointsInRange(UObject* WorldContextObject, float distanceToPlayers, int32 spawnPointCount, DeepPathFinderSize pfSize);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, BlueprintPure, meta=(WorldContext="WorldContextObject"))
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static TArray<FVector> GetSpawnPointsInCircle(UObject* WorldContextObject, FVector Location, float Radius, int32 Count, bool scaleToDificulty, float maxSpawnAngle, DeepPathFinderSize pfSize);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, BlueprintPure, meta=(WorldContext="WorldContextObject"))
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static TArray<FVector> GetSpawnPointsFromLocation(UObject* WorldContextObject, FVector Location, float Distance, int32 spawnPointCount, DeepPathFinderSize pfSize);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, BlueprintPure, meta=(WorldContext="WorldContextObject"))
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static TArray<FVector> GetSpawnPointsAroundLocation(UObject* WorldContextObject, FVector Location, float Distance, int32 spawnPointCount, DeepPathFinderSize pfSize);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, BlueprintPure, meta=(WorldContext="WorldContextObject"))
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static FVector GetSpawnPointInRange(UObject* WorldContextObject, float distanceToPlayers, DeepPathFinderSize pfSize);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, BlueprintPure, meta=(WorldContext="WorldContextObject"))
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static FVector GetSpawnPointFromLocation(UObject* WorldContextObject, FVector Location, float Distance, DeepPathFinderSize pfSize);
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};
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