Add more abilities in the sample

This commit is contained in:
Arnaud Jamin
2023-10-05 16:57:43 -04:00
parent e952256b98
commit 25f2e06400
83 changed files with 966 additions and 356 deletions
+12 -7
View File
@@ -22,7 +22,7 @@ class UInputAction;
class UInputMappingContext;
class USpringArmComponent;
struct FActiveGameplayEffect;
struct FCogSampleForcedMoveParams;
struct FCogSampleRootMotionParams;
struct FGameplayEffectSpec;
struct FOnAttributeChangeData;
@@ -190,10 +190,10 @@ public:
int32 TeamID = 0;
//----------------------------------------------------------------------------------------------------------------------
// Forced Move
// Root Motion
//----------------------------------------------------------------------------------------------------------------------
UFUNCTION(BlueprintCallable)
int32 ApplyForcedMove(const FCogSampleForcedMoveParams& Params);
int32 ApplyRootMotion(const FCogSampleRootMotionParams& Params);
private:
@@ -227,16 +227,21 @@ private:
void OnScaleAttributeChanged(const FOnAttributeChangeData& Data);
void UpdateActiveAbilitySlots();
UFUNCTION()
void OnRep_ActiveAbilityHandles();
//----------------------------------------------------------------------------------------------------------------------
// Forced Move
// Root Motion
//----------------------------------------------------------------------------------------------------------------------
UFUNCTION(Reliable, Client)
void Client_ApplyForcedMove(const FCogSampleForcedMoveParams& Params);
void Client_ApplyRootMotion(const FCogSampleRootMotionParams& Params);
uint16 ApplyForcedMoveInternal(const FCogSampleForcedMoveParams& Params);
uint16 ApplyRootMotionShared(const FCogSampleRootMotionParams& Params);
//----------------------------------------------------------------------------------------------------------------------
UPROPERTY(Replicated, Transient)
UPROPERTY(ReplicatedUsing=OnRep_ActiveAbilityHandles, Transient)
TArray<FGameplayAbilitySpecHandle> ActiveAbilityHandles;
FDelegateHandle GameplayEffectAddedHandle;