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Add more abilities in the sample
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@@ -1,7 +1,15 @@
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#include "CogSampleFunctionLibrary_Gameplay.h"
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#include "Abilities/GameplayAbility.h"
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#include "AbilitySystemComponent.h"
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#include "AbilitySystemGlobals.h"
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#include "CogSampleGameplayEffectContext.h"
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#include "Components/CapsuleComponent.h"
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#include "GameFramework/Character.h"
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#include "GameplayCueNotifyTypes.h"
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#include "GameplayEffectTypes.h"
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#include "Particles/ParticleSystemComponent.h"
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#include "ScalableFloat.h"
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//--------------------------------------------------------------------------------------------------------------------------
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void UCogSampleFunctionLibrary_Gameplay::AdjustAttributeForMaxChange(UAbilitySystemComponent* AbilityComponent, FGameplayAttributeData& AffectedAttribute, float OldValue, float NewMaxValue, const FGameplayAttribute& AffectedAttributeProperty)
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@@ -21,4 +29,82 @@ void UCogSampleFunctionLibrary_Gameplay::AdjustAttributeForMaxChange(UAbilitySys
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const float NewDelta = (OldValue > 0.f) ? (CurrentValue * NewMaxValue / OldValue) - CurrentValue : NewMaxValue;
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AbilityComponent->ApplyModToAttributeUnsafe(AffectedAttributeProperty, EGameplayModOp::Additive, NewDelta);
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}
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}
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//--------------------------------------------------------------------------------------------------------------------------
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FVector UCogSampleFunctionLibrary_Gameplay::GetActorBottomLocation(const AActor* Actor)
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{
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const FVector Location = Actor->GetActorLocation();
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if (const ACharacter* Character = Cast<ACharacter>(Actor))
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{
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const UCapsuleComponent* CapsuleComponent = Character->GetCapsuleComponent();
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const FVector BottomLocation = Location - FVector::UpVector * CapsuleComponent->GetScaledCapsuleHalfHeight();
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return BottomLocation;
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}
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return Location;
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}
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//--------------------------------------------------------------------------------------------------------------------------
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bool UCogSampleFunctionLibrary_Gameplay::FindAbilitySpecHandleFromClass(UAbilitySystemComponent* AbilitySystemComponent, TSubclassOf<UGameplayAbility> AbilityClass, FGameplayAbilitySpecHandle& SpecHandle)
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{
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if (const FGameplayAbilitySpec* Spec = AbilitySystemComponent->FindAbilitySpecFromClass(AbilityClass))
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{
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SpecHandle = Spec->Handle;
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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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void UCogSampleFunctionLibrary_Gameplay::ApplyAllGameplayEffectContextValues(const FGameplayCueParameters& Parameters, const FGameplayCueNotify_SpawnResult& SpawnResult)
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{
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TArray<FCogSampleGameplayEffectContextFloatValue> Entries;
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UCogSampleEffectContextLibrary::EffectContextGetAllFloatValues(Parameters.EffectContext, Entries);
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for (TObjectPtr<UFXSystemComponent> FXSystemComponent : SpawnResult.FxSystemComponents)
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{
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if (UFXSystemComponent* FXSystemComponentPtr = FXSystemComponent.Get())
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{
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for (const FCogSampleGameplayEffectContextFloatValue& Entry : Entries)
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{
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FXSystemComponentPtr->SetFloatParameter(Entry.Name, Entry.Value);
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}
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}
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}
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void UCogSampleFunctionLibrary_Gameplay::SendMontageEvent(AActor* Actor, FGameplayTag EventTag, FGameplayEventData Payload)
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{
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if (::IsValid(Actor))
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{
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UAbilitySystemComponent* AbilitySystemComponent = UAbilitySystemGlobals::GetAbilitySystemComponentFromActor(Actor);
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if (AbilitySystemComponent != nullptr && IsValidChecked(AbilitySystemComponent))
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{
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FScopedPredictionWindow NewScopedWindow(AbilitySystemComponent, true);
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AbilitySystemComponent->HandleGameplayEvent(EventTag, &Payload);
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}
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}
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}
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//--------------------------------------------------------------------------------------------------------------------------
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float UCogSampleFunctionLibrary_Gameplay::GetFloatValue(const FScalableFloat& ScalableFloat, int32 Level)
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{
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return ScalableFloat.GetValueAtLevel(Level);
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}
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//--------------------------------------------------------------------------------------------------------------------------
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bool UCogSampleFunctionLibrary_Gameplay::GetBoolValue(const FScalableFloat& ScalableFloat, int32 Level)
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{
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return ScalableFloat.GetValueAtLevel(Level) > 0;
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}
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//--------------------------------------------------------------------------------------------------------------------------
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int32 UCogSampleFunctionLibrary_Gameplay::GetIntValue(const FScalableFloat& ScalableFloat, int32 Level)
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{
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return (int32)ScalableFloat.GetValueAtLevel(Level);
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}
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