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| #pragma once
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| #include "Abilities/LyraGameplayAbility.h"
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| #include "AbilitySystemComponent.h"
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| #include "NativeGameplayTags.h"
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| #include "LyraAbilitySystemComponent.generated.h"
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| #define UE_API LYRAGAME_API
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| class AActor;
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| class UGameplayAbility;
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| class ULyraAbilityTagRelationshipMapping;
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| class UObject;
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| struct FFrame;
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| struct FGameplayAbilityTargetDataHandle;
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| LYRAGAME_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(TAG_Gameplay_AbilityInputBlocked);
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| UCLASS(MinimalAPI)
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| class ULyraAbilitySystemComponent : public UAbilitySystemComponent
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| {
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| GENERATED_BODY()
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| public:
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| UE_API ULyraAbilitySystemComponent(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
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| UE_API virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
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| UE_API virtual void InitAbilityActorInfo(AActor* InOwnerActor, AActor* InAvatarActor) override;
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| typedef TFunctionRef<bool(const ULyraGameplayAbility* LyraAbility, FGameplayAbilitySpecHandle Handle)> TShouldCancelAbilityFunc;
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| UE_API void CancelAbilitiesByFunc(TShouldCancelAbilityFunc ShouldCancelFunc, bool bReplicateCancelAbility);
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| UE_API void CancelInputActivatedAbilities(bool bReplicateCancelAbility);
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| UE_API void AbilityInputTagPressed(const FGameplayTag& InputTag);
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| UE_API void AbilityInputTagReleased(const FGameplayTag& InputTag);
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| UE_API void ProcessAbilityInput(float DeltaTime, bool bGamePaused);
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| UE_API void ClearAbilityInput();
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| UE_API bool IsActivationGroupBlocked(ELyraAbilityActivationGroup Group) const;
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| UE_API void AddAbilityToActivationGroup(ELyraAbilityActivationGroup Group, ULyraGameplayAbility* LyraAbility);
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| UE_API void RemoveAbilityFromActivationGroup(ELyraAbilityActivationGroup Group, ULyraGameplayAbility* LyraAbility);
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| UE_API void CancelActivationGroupAbilities(ELyraAbilityActivationGroup Group, ULyraGameplayAbility* IgnoreLyraAbility, bool bReplicateCancelAbility);
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| UE_API void AddDynamicTagGameplayEffect(const FGameplayTag& Tag);
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| UE_API void RemoveDynamicTagGameplayEffect(const FGameplayTag& Tag);
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| UE_API void GetAbilityTargetData(const FGameplayAbilitySpecHandle AbilityHandle, FGameplayAbilityActivationInfo ActivationInfo, FGameplayAbilityTargetDataHandle& OutTargetDataHandle);
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| UE_API void SetTagRelationshipMapping(ULyraAbilityTagRelationshipMapping* NewMapping);
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| UE_API void GetAdditionalActivationTagRequirements(const FGameplayTagContainer& AbilityTags, FGameplayTagContainer& OutActivationRequired, FGameplayTagContainer& OutActivationBlocked) const;
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| UE_API void TryActivateAbilitiesOnSpawn();
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| protected:
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| UE_API virtual void AbilitySpecInputPressed(FGameplayAbilitySpec& Spec) override;
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| UE_API virtual void AbilitySpecInputReleased(FGameplayAbilitySpec& Spec) override;
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| UE_API virtual void NotifyAbilityActivated(const FGameplayAbilitySpecHandle Handle, UGameplayAbility* Ability) override;
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| UE_API virtual void NotifyAbilityFailed(const FGameplayAbilitySpecHandle Handle, UGameplayAbility* Ability, const FGameplayTagContainer& FailureReason) override;
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| UE_API virtual void NotifyAbilityEnded(FGameplayAbilitySpecHandle Handle, UGameplayAbility* Ability, bool bWasCancelled) override;
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| UE_API virtual void ApplyAbilityBlockAndCancelTags(const FGameplayTagContainer& AbilityTags, UGameplayAbility* RequestingAbility, bool bEnableBlockTags, const FGameplayTagContainer& BlockTags, bool bExecuteCancelTags, const FGameplayTagContainer& CancelTags) override;
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| UE_API virtual void HandleChangeAbilityCanBeCanceled(const FGameplayTagContainer& AbilityTags, UGameplayAbility* RequestingAbility, bool bCanBeCanceled) override;
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| UFUNCTION(Client, Unreliable)
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| UE_API void ClientNotifyAbilityFailed(const UGameplayAbility* Ability, const FGameplayTagContainer& FailureReason);
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| UE_API void HandleAbilityFailed(const UGameplayAbility* Ability, const FGameplayTagContainer& FailureReason);
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| protected:
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| UPROPERTY()
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| TObjectPtr<ULyraAbilityTagRelationshipMapping> TagRelationshipMapping;
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| TArray<FGameplayAbilitySpecHandle> InputPressedSpecHandles;
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| TArray<FGameplayAbilitySpecHandle> InputReleasedSpecHandles;
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| TArray<FGameplayAbilitySpecHandle> InputHeldSpecHandles;
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| int32 ActivationGroupCounts[(uint8)ELyraAbilityActivationGroup::MAX];
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| };
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| #undef UE_API
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