Added some extra helper functions to UComboInputAsset, and cleaned up some others.
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@ -3,7 +3,9 @@
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#pragma once
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#pragma once
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#include "CoreMinimal.h"
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#include "CoreMinimal.h"
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#include "Engine/DataAsset.h"
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#include "Engine/DataAsset.h"
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#include "ComboInputAssets.generated.h"
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#include "ComboInputAssets.generated.h"
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@ -72,11 +74,7 @@ public:
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// action group.
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// action group.
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bool MatchesInputAction(const class UInputAction* Action) const
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bool MatchesInputAction(const class UInputAction* Action) const
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{
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{
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if (this->ActionGroup.Num() == 1 && this->ActionGroup.Contains(Action))
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return (this->ActionGroup.Num() == 1 && this->ActionGroup.Contains(Action));
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{
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return true;
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}
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return false;
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}
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}
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// Checks if this combo input's action group contains all of the given actions, and no
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// Checks if this combo input's action group contains all of the given actions, and no
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// others.
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// others.
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@ -95,6 +93,23 @@ public:
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}
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}
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return false;
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return false;
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}
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}
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// Checks if this combo input's action group contains the given action.
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bool ContainsAction(const class UInputAction* Action) const
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{
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return this->ActionGroup.Contains(Action);
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}
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// Checks if this combo input's action group contains any of the given actions.
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bool ContainsOneOf(TSet<const class UInputAction*> Actions) const
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{
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for (const UInputAction *Action : Actions)
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{
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if (this->ActionGroup.Contains(Action))
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{
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return true;
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}
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}
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return false;
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}
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// Human-readable name of this combo input.
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// Human-readable name of this combo input.
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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