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CogSample: Add invisibility cheat
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@@ -292,6 +292,7 @@ void ACogSampleCharacter::RegisterToAbilitySystemEvents()
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// Register to Tag change events
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//----------------------------------------
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GhostTagDelegateHandle = AbilitySystem->RegisterGameplayTagEvent(Tag_Status_Ghost, EGameplayTagEventType::NewOrRemoved).AddUObject(this, &ACogSampleCharacter::OnGhostTagNewOrRemoved);
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GhostTagDelegateHandle = AbilitySystem->RegisterGameplayTagEvent(Tag_Status_Invisible, EGameplayTagEventType::NewOrRemoved).AddUObject(this, &ACogSampleCharacter::OnInvisibleTagNewOrRemoved);
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//----------------------------------------
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// Register to Attribute change events
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@@ -323,6 +324,7 @@ void ACogSampleCharacter::UnregisterFromAbilitySystemEvents()
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// Unregister to Tags events
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//----------------------------------------
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AbilitySystem->UnregisterGameplayTagEvent(GhostTagDelegateHandle, Tag_Status_Ghost, EGameplayTagEventType::NewOrRemoved);
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AbilitySystem->UnregisterGameplayTagEvent(GhostTagDelegateHandle, Tag_Status_Invisible, EGameplayTagEventType::NewOrRemoved);
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//----------------------------------------
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// Unregister to GameplayEffect events
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@@ -687,6 +689,20 @@ void ACogSampleCharacter::OnGhostTagNewOrRemoved(const FGameplayTag InTag, int32
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#endif //UE_WITH_CHEAT_MANAGER
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}
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// ----------------------------------------------------------------------------------------------------------------
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void ACogSampleCharacter::OnInvisibleTagNewOrRemoved(const FGameplayTag InTag, int32 NewCount)
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{
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#if UE_WITH_CHEAT_MANAGER
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check(InTag == Tag_Status_Invisible);
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bool bHasInvisibleTags = NewCount > 0;
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SetActorHiddenInGame(bHasInvisibleTags);
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#endif //UE_WITH_CHEAT_MANAGER
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void ACogSampleCharacter::OnScaleAttributeChanged(const FOnAttributeChangeData& Data)
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{
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@@ -338,6 +338,8 @@ protected:
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void OnGhostTagNewOrRemoved(const FGameplayTag InTag, int32 NewCount);
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void OnInvisibleTagNewOrRemoved(const FGameplayTag InTag, int32 NewCount);
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void OnScaleAttributeChanged(const FOnAttributeChangeData& Data);
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void UpdateActiveAbilitySlots();
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@@ -39,6 +39,7 @@ UE_DEFINE_GAMEPLAY_TAG(Tag_GameplayCue_DamageReceived, "GameplayCue.DamageReceiv
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UE_DEFINE_GAMEPLAY_TAG(Tag_Status_Dead, "Status.Dead");
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UE_DEFINE_GAMEPLAY_TAG(Tag_Status_Ghost, "Status.Ghost");
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UE_DEFINE_GAMEPLAY_TAG(Tag_Status_Immobilized, "Status.Immobilized");
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UE_DEFINE_GAMEPLAY_TAG(Tag_Status_Invisible, "Status.Invisible");
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UE_DEFINE_GAMEPLAY_TAG(Tag_Status_Immune_Damage, "Status.Immune.Damage");
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UE_DEFINE_GAMEPLAY_TAG(Tag_Status_Revived, "Status.Revived");
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UE_DEFINE_GAMEPLAY_TAG(Tag_Status_Silenced, "Status.Silenced");
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@@ -42,6 +42,7 @@ UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Status_Dead);
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UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Status_Ghost);
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UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Status_Immobilized);
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UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Status_Immune_Damage);
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UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Status_Invisible);
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UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Status_NoCooldown);
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UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Status_NoCost);
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UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Status_Revived);
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