| // Copyright Epic Games, Inc. All Rights Reserved. | |
| class UObject; | |
| class UPhysicalMaterial; | |
| struct FGameplayTagContainer; | |
| /** Base interface for anything acting as a ability calculation source */ | |
| UINTERFACE() | |
| class ULyraAbilitySourceInterface : public UInterface | |
| { | |
| GENERATED_UINTERFACE_BODY() | |
| }; | |
| class ILyraAbilitySourceInterface | |
| { | |
| GENERATED_IINTERFACE_BODY() | |
| /** | |
| * Compute the multiplier for effect falloff with distance | |
| * | |
| * @param Distance Distance from source to target for ability calculations (distance bullet traveled for a gun, etc...) | |
| * @param SourceTags Aggregated Tags from the source | |
| * @param TargetTags Aggregated Tags currently on the target | |
| * | |
| * @return Multiplier to apply to the base attribute value due to distance | |
| */ | |
| virtual float GetDistanceAttenuation(float Distance, const FGameplayTagContainer* SourceTags = nullptr, const FGameplayTagContainer* TargetTags = nullptr) const = 0; | |
| virtual float GetPhysicalMaterialAttenuation(const UPhysicalMaterial* PhysicalMaterial, const FGameplayTagContainer* SourceTags = nullptr, const FGameplayTagContainer* TargetTags = nullptr) const = 0; | |
| }; | |