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NativeGameplayTags.cpp
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90 lines (70 loc) · 2.87 KB
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#include "NativeGameplayTags.h"
namespace Tags
{
namespace Input
{
UE_DEFINE_GAMEPLAY_TAG(Look, "Input.Look");
UE_DEFINE_GAMEPLAY_TAG(Move, "Input.Move");
UE_DEFINE_GAMEPLAY_TAG(Jump, "Input.Jump");
UE_DEFINE_GAMEPLAY_TAG_COMMENT(Dash, "Input.Dash", "Dash and Sprint input");
UE_DEFINE_GAMEPLAY_TAG(Crouch, "Input.Crouch");
UE_DEFINE_GAMEPLAY_TAG(Interact, "Input.Interact");
UE_DEFINE_GAMEPLAY_TAG(AttackPrimary, "Input.AttackPrimary");
}
namespace State
{
UE_DEFINE_GAMEPLAY_TAG(Dead, "State.Dead");
UE_DEFINE_GAMEPLAY_TAG(Exhausted, "State.Exhausted");
UE_DEFINE_GAMEPLAY_TAG(Movement_Sprinting, "State.Movement.Sprinting");
UE_DEFINE_GAMEPLAY_TAG(Movement_IsMoving, "State.Movement.IsMoving");
UE_DEFINE_GAMEPLAY_TAG(Movement_InputBlocked, "State.Movement.InputBlocked");
UE_DEFINE_GAMEPLAY_TAG(Movement_Crouching, "State.Movement.Crouching");
UE_DEFINE_GAMEPLAY_TAG(AbilityInputBlocked, "State.AbilityInputBlocked");
UE_DEFINE_GAMEPLAY_TAG(Health_RegenBlocked, "State.Health.RegenBlocked");
UE_DEFINE_GAMEPLAY_TAG(Stamina_RegenBlocked, "State.Stamina.RegenBlocked");
UE_DEFINE_GAMEPLAY_TAG_COMMENT(Stamina_RegenBlocked_ActiveAbility, "State.Stamina.RegenBlocked.ActiveAbility",
"Stamina regeneration is blocked due to an active ability consuming stamina");
UE_DEFINE_GAMEPLAY_TAG_COMMENT(Stamina_RegenBlocked_Delay, "State.Stamina.RegenBlocked.Delay",
"Stamina regeneration is blocked due to a regen delay effect");
UE_DEFINE_GAMEPLAY_TAG(Visibility_Camouflaged, "State.Visibility.Camouflaged");
UE_DEFINE_GAMEPLAY_TAG(Visibility_Invisible, "State.Visibility.Invisible");
}
namespace Ability
{
UE_DEFINE_GAMEPLAY_TAG(Ability, "Ability");
UE_DEFINE_GAMEPLAY_TAG(Movement_Jump, "Ability.Movement.Jump");
UE_DEFINE_GAMEPLAY_TAG(Movement_Sprint, "Ability.Movement.Sprint");
UE_DEFINE_GAMEPLAY_TAG(Movement_Crouch, "Ability.Movement.Crouch");
UE_DEFINE_GAMEPLAY_TAG(Stamina, "Ability.Stamina");
UE_DEFINE_GAMEPLAY_TAG(Stamina_Drain, "Ability.Stamina.Drain");
UE_DEFINE_GAMEPLAY_TAG(Combat_MeleeAttack, "Ability.Combat.MeleeAttack");
namespace Cooldown
{
UE_DEFINE_GAMEPLAY_TAG(Dash, "Ability.Cooldown.Dash");
}
}
namespace Effect
{
UE_DEFINE_GAMEPLAY_TAG(PersistentAcrossRespawn, "Effect.PersistentAcrossRespawn");
}
namespace Data
{
UE_DEFINE_GAMEPLAY_TAG(Cost_Stamina, "Data.Cost.Stamina");
}
namespace Noise
{
UE_DEFINE_GAMEPLAY_TAG(Footstep, "Noise.Footstep");
UE_DEFINE_GAMEPLAY_TAG(Footstep_Walk, "Noise.Footstep.Walk");
UE_DEFINE_GAMEPLAY_TAG(Footstep_Run, "Noise.Footstep.Run");
UE_DEFINE_GAMEPLAY_TAG(Footstep_Crouch, "Noise.Footstep.Crouch");
UE_DEFINE_GAMEPLAY_TAG(Jump, "Noise.Jump");
}
namespace SquadMessage
{
UE_DEFINE_GAMEPLAY_TAG(EnemySpotted, "SquadMessage.EnemySpotted");
}
namespace Event
{
UE_DEFINE_GAMEPLAY_TAG(Montage_Hit, "Event.MontageHit");
}
}