CogPackage: fix Gameplay Cues not cooked

CogSample: Add area of effect
CogSample: Add "Easy" cheat
CogWindow: Fix some tooltips
CogEngine: Spawns now spawn the default controller
CogDebug: Early out on DebugDraw if WorldContextObject is null
This commit is contained in:
Arnaud Jamin
2023-10-20 15:47:57 -04:00
parent 812f4fa91f
commit ac90ba6ab6
31 changed files with 1277 additions and 347 deletions
+434
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@@ -0,0 +1,434 @@
#include "CogSampleArea.h"
#include "AbilitySystemComponent.h"
#include "AbilitySystemGlobals.h"
#include "CogCommon.h"
#include "CogSampleDamageableInterface.h"
#include "CogSampleFunctionLibrary_Team.h"
#include "Engine/World.h"
#include "GameFramework/GameStateBase.h"
#include "Net/UnrealNetwork.h"
#include "TimerManager.h"
//--------------------------------------------------------------------------------------------------------------------------
ACogSampleArea::ACogSampleArea(const class FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
bReplicates = true;
PrimaryActorTick.bCanEverTick = true;
SetActorTickEnabled(true);
}
//--------------------------------------------------------------------------------------------------------------------------
void ACogSampleArea::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(ACogSampleArea, HalfExtent);
DOREPLIFETIME(ACogSampleArea, Level);
}
//--------------------------------------------------------------------------------------------------------------------------
void ACogSampleArea::BeginPlay()
{
COG_LOG_OBJECT(LogCogArea, ELogVerbosity::Verbose, GetInstigator(), TEXT("Area:%s"), *GetName());
IsAtStart = true;
IsAtEnd = false;
if (HasAuthority())
{
if (TickRate > 0.0f && IsInstant == false)
{
GetWorld()->GetTimerManager().SetTimer(TickTimerHandle, this, &ACogSampleArea::OnTickEffect, TickRate, true, InitialTickDelay);
}
RegisterAllEffects();
OnActorBeginOverlap.AddDynamic(this, &ACogSampleArea::OnActorEntered);
OnActorEndOverlap.AddDynamic(this, &ACogSampleArea::OnActorExited);
}
Super::BeginPlay();
}
//--------------------------------------------------------------------------------------------------------------------------
void ACogSampleArea::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
COG_LOG_OBJECT(LogCogArea, ELogVerbosity::Verbose, GetInstigator(), TEXT("Area:%s"), *GetName());
IsAtEnd = true;
if (CanPerformDetection() && IsInstant == false)
{
int32 EventTypeFilter = (int32)ECogSampleAreaEventType::OnEnd;
if (ApplyTickEffectOnExit)
{
EventTypeFilter |= (int32)ECogSampleAreaEventType::OnTick;
}
ApplyEffectsOnActors(InsideActors, EventTypeFilter);
for (AActor* Actor : InsideActors)
{
AffectExitingActor(Actor);
}
}
InsideActors.Empty();
Super::EndPlay(EndPlayReason);
}
//--------------------------------------------------------------------------------------------------------------------------
void ACogSampleArea::Tick(float DeltaSeconds)
{
Super::Tick(DeltaSeconds);
//------------------------------------------------------------------------------
// We cannot execute OnStart event inside the OnActorEntered callback because
// we need to know all the actors that are inside to execute the OnStart event.
// This is because we must iterate over all actors for each effects we need
// to apply. See ApplyEffectsOnActors as to why.
// So instead we execute it on Tick
//------------------------------------------------------------------------------
if (IsAtStart)
{
int32 EventTypeFilter = (int32)ECogSampleAreaEventType::OnStart;
if (ApplyTickEffectOnEnter)
{
EventTypeFilter |= (int32)ECogSampleAreaEventType::OnTick;
}
ApplyEffectsOnActors(InsideActors, EventTypeFilter);
IsAtStart = false;
}
}
//--------------------------------------------------------------------------------------------------------------------------
AActor* ACogSampleArea::GetInstigatorActor() const
{
AActor* AreaInstigator = GetInstigator();
if (AreaInstigator != nullptr)
{
return AreaInstigator;
}
if (ParentActor != nullptr)
{
return ParentActor;
}
//-------------------------------------------------
// The game state is the default Instigator
//-------------------------------------------------
UWorld* World = GetWorld();
if (World != nullptr)
{
return World->GetGameState();
}
return nullptr;
}
//--------------------------------------------------------------------------------------------------------------------------
void ACogSampleArea::RegisterAllEffects()
{
AActor* AreaInstigator = GetInstigatorActor();
if (AreaInstigator == nullptr)
{
return;
}
UAbilitySystemComponent* AbilitySystem = UAbilitySystemGlobals::GetAbilitySystemComponentFromActor(AreaInstigator);
if (AbilitySystem == nullptr)
{
return;
}
FGameplayEffectContextHandle EffectContextHandle = AbilitySystem->MakeEffectContext();
for (const FCogSampleAreaEffectConfig& EffectConfig : Effects)
{
for (TSubclassOf<UGameplayEffect> EffectClass : EffectConfig.Effects)
{
if (EffectsMap.Contains(EffectClass))
{
continue;
}
FGameplayEffectSpecHandle* BakedEffectSpecHandle = BakedEffects.FindByPredicate([EffectClass](const FGameplayEffectSpecHandle& Handle)
{
return Handle.Data->Def.GetClass() == EffectClass;
});
if (BakedEffectSpecHandle != nullptr)
{
EffectsMap.Add(EffectClass, *BakedEffectSpecHandle);
}
else
{
FGameplayEffectSpecHandle EffectSpecHandle = AbilitySystem->MakeOutgoingSpec(EffectClass, Level, EffectContextHandle);
EffectsMap.Add(EffectClass, EffectSpecHandle);
}
}
}
}
//--------------------------------------------------------------------------------------------------------------------------
// We iterate over effects and then over actors to make sure effects are applied in order on all actors.
// One case where this is useful is an area that applies first a corruption effect and damage effect.
// The corruption must be given to everyone in the area before any damage is applied, because the corruption
// propagate the damage to other corrupted actors.
//--------------------------------------------------------------------------------------------------------------------------
void ACogSampleArea::ApplyEffectsOnActors(const TArray<AActor*>& HitActors, int32 EventTypeFilter)
{
for (const FCogSampleAreaEffectConfig& EffectConfig : Effects)
{
if (((int32)EffectConfig.Event & (int32)EventTypeFilter) == 0)
{
continue;
}
for (TSubclassOf<UGameplayEffect> EffectClass : EffectConfig.Effects)
{
FGameplayEffectSpecHandle* Handle = EffectsMap.Find(EffectClass);
if (Handle == nullptr)
{
continue;
}
FGameplayEffectSpec* Spec = Handle->Data.Get();
if (Spec == nullptr)
{
continue;
}
for (AActor* HitActor : HitActors)
{
if (UCogSampleFunctionLibrary_Team::MatchAllegianceBetweenTeamAndActor(Team, HitActor, EffectConfig.Allegiance) == false)
{
continue;
}
if (IsAliveOfAffectDead(HitActor) == false)
{
continue;
}
UAbilitySystemComponent* TargetAbilitySystem = UAbilitySystemGlobals::GetAbilitySystemComponentFromActor(HitActor);
if (TargetAbilitySystem != nullptr)
{
TArray<FActiveGameplayEffectHandle>* TargetInsideEffects = nullptr;
if ((EventTypeFilter & (int32)ECogSampleAreaEventType::OnInside) != 0)
{
TargetInsideEffects = &InsideEffects.FindOrAdd(HitActor);
}
const FVector HitNormal = (HitActor->GetActorLocation() - GetActorLocation()) .GetSafeNormal(0.1f, FVector::UpVector);
const FHitResult HitResult(HitActor, nullptr, HitActor->GetActorLocation(), HitNormal);
Spec->GetContext().AddHitResult(HitResult, true);
FActiveGameplayEffectHandle ActiveEffectHandle = TargetAbilitySystem->ApplyGameplayEffectSpecToSelf(*Spec);
if (EffectConfig.Event == ECogSampleAreaEventType::OnInside && TargetInsideEffects != nullptr)
{
TargetInsideEffects->Add(ActiveEffectHandle);
}
}
}
}
}
}
//--------------------------------------------------------------------------------------------------------------------------
bool ACogSampleArea::MakeAreaOutgoingEffectSpecs(TSubclassOf<UGameplayEffect> EffectClass, FGameplayEffectSpecHandle& EffectSpecHandle) const
{
AActor* AreaInstigator = GetInstigatorActor();
if (AreaInstigator == nullptr)
{
return false;
}
UAbilitySystemComponent* AbilitySystem = UAbilitySystemGlobals::GetAbilitySystemComponentFromActor(AreaInstigator);
if (AbilitySystem == nullptr)
{
return false;
}
EffectSpecHandle = AbilitySystem->MakeOutgoingSpec(EffectClass, Level, AbilitySystem->MakeEffectContext());
return true;
}
//--------------------------------------------------------------------------------------------------------------------------
bool ACogSampleArea::CanPerformDetection() const
{
if (OnlyDetectOnAuthority == false)
{
return true;
}
if (HasAuthority())
{
return true;
}
return false;
}
//--------------------------------------------------------------------------------------------------------------------------
void ACogSampleArea::OnTickEffect_Implementation()
{
ApplyEffectsOnActors(InsideActors, (int32)ECogSampleAreaEventType::OnTick);
}
//--------------------------------------------------------------------------------------------------------------------------
void ACogSampleArea::OnActorEntered_Implementation(AActor* OverlappedActor, AActor* EnteringActor)
{
check(EnteringActor);
if (CanBeAffected(EnteringActor) == false)
{
return;
}
AffectEnteringActor(EnteringActor);
InsideActors.Add(EnteringActor);
}
//--------------------------------------------------------------------------------------------------------------------------
void ACogSampleArea::OnActorExited_Implementation(AActor* OverlappedActor, AActor* ExitingActor)
{
if (IsInstant)
{
return;
}
int32 Index = InsideActors.Find(ExitingActor);
if (Index == INDEX_NONE)
{
return;
}
AffectExitingActor(ExitingActor);
InsideActors.RemoveAt(Index);
}
//--------------------------------------------------------------------------------------------------------------------------
bool ACogSampleArea::CanBeAffected_Implementation(AActor* OtherActor) const
{
check(OtherActor);
if (IsAlreadyAffected(OtherActor))
{
return false;
}
return true;
}
//--------------------------------------------------------------------------------------------------------------------------
bool ACogSampleArea::IsAliveOfAffectDead(AActor* OtherActor) const
{
check(OtherActor);
if (AffectDead)
{
return true;
}
const ICogSampleDamageableInterface* Damageable = Cast<ICogSampleDamageableInterface>(OtherActor);
if (Damageable == nullptr)
{
return true;
}
if (Damageable->IsDead() == false)
{
return true;
}
return false;
}
//--------------------------------------------------------------------------------------------------------------------------
bool ACogSampleArea::IsAlreadyAffected(AActor* OtherActor) const
{
check(OtherActor);
if (InsideActors.Contains(OtherActor))
{
return true;
}
return false;
}
//--------------------------------------------------------------------------------------------------------------------------
void ACogSampleArea::AffectEnteringActor_Implementation(AActor* EnteringActor)
{
check(EnteringActor);
if (IsInstant == false)
{
TArray<AActor*> Actors;
Actors.Add(EnteringActor);
ApplyEffectsOnActors(Actors, (int32)ECogSampleAreaEventType::OnEnter | (int32)ECogSampleAreaEventType::OnInside);
}
}
//--------------------------------------------------------------------------------------------------------------------------
void ACogSampleArea::AffectExitingActor_Implementation(AActor* ExitingActor)
{
if (IsInstant || ExitingActor == nullptr)
{
return;
}
TArray<AActor*> Actors;
Actors.Add(ExitingActor);
ApplyEffectsOnActors(Actors, (int32)ECogSampleAreaEventType::OnExit);
RemoveInsideEffects(ExitingActor);
}
//--------------------------------------------------------------------------------------------------------------------------
void ACogSampleArea::RemoveInsideEffects_Implementation(AActor* HitActor)
{
UAbilitySystemComponent* TargetAbilitySystem = UAbilitySystemGlobals::GetAbilitySystemComponentFromActor(HitActor);
if (TargetAbilitySystem == nullptr)
{
return;
}
TArray<FActiveGameplayEffectHandle>* TargetInsideEffects = InsideEffects.Find(HitActor);
if (TargetInsideEffects == nullptr)
{
return;
}
for (FActiveGameplayEffectHandle Handle : *TargetInsideEffects)
{
TargetAbilitySystem->RemoveActiveGameplayEffect(Handle, 1);
}
}
//--------------------------------------------------------------------------------------------------------------------------
void ACogSampleArea::ApplyInstantEffects_Implementation(AActor* HitActor)
{
}
//--------------------------------------------------------------------------------------------------------------------------
void ACogSampleArea::ApplyInsideEffects_Implementation(AActor* HitActor)
{
}
//--------------------------------------------------------------------------------------------------------------------------
void ACogSampleArea::ApplyTickEffects_Implementation(AActor* HitActor)
{
}
+165
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@@ -0,0 +1,165 @@
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "GameplayEffect.h"
#include "CogSampleArea.generated.h"
//--------------------------------------------------------------------------------------------------------------------------
// ECogSampleAreaEventType
//--------------------------------------------------------------------------------------------------------------------------
UENUM(BlueprintType, meta = (Bitflags, UseEnumValuesAsMaskValuesInEditor = "true"))
enum class ECogSampleAreaEventType : uint8
{
None = 0 UMETA(Hidden),
OnStart = 1 << 0,
OnEnd = 1 << 1,
OnTick = 1 << 2,
OnInside = 1 << 3,
OnEnter = 1 << 4,
OnExit = 1 << 5,
};
ENUM_CLASS_FLAGS(ECogSampleAreaEventType);
//--------------------------------------------------------------------------------------------------------------------------
// FCogSampleAreaEffectConfig
//--------------------------------------------------------------------------------------------------------------------------
USTRUCT(BlueprintType)
struct COGSAMPLE_API FCogSampleAreaEffectConfig
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite)
ECogSampleAreaEventType Event = ECogSampleAreaEventType::None;
UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (Bitmask, BitmaskEnum = "/Script/CogSample.ECogSampleAllegianceFilter"))
int32 Allegiance = 0;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TArray<TSubclassOf<UGameplayEffect>> Effects;
};
//--------------------------------------------------------------------------------------------------------------------------
// ACogSampleArea
//--------------------------------------------------------------------------------------------------------------------------
UCLASS()
class COGSAMPLE_API ACogSampleArea : public AActor
{
GENERATED_UCLASS_BODY()
public:
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
virtual void Tick(float DeltaSeconds) override;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Area|General", meta = (ExposeOnSpawn = true))
TObjectPtr<AActor> ParentActor = nullptr;
UPROPERTY(Replicated, EditAnywhere, BlueprintReadWrite, Category = "Area|General", meta = (ExposeOnSpawn = true))
FVector HalfExtent = FVector(100.f, 100.f, 100.f);
UPROPERTY(Replicated, EditAnywhere, BlueprintReadWrite, Category = "Area|General", meta = (ExposeOnSpawn = true))
int32 Level = 0;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Area|General", meta = (ExposeOnSpawn = true))
int32 Team = 0;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Area|General", meta = (ExposeOnSpawn = true))
bool IsInstant = false;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Area|General", meta = (ExposeOnSpawn = true))
float TickRate = 0.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Area|General", meta = (ExposeOnSpawn = true))
float InitialTickDelay = 0.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Area|General")
bool ApplyTickEffectOnEnter = false;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Area|General")
bool ApplyTickEffectOnExit = false;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Area|General")
bool OnlyDetectOnAuthority = true;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Area|General")
bool AffectDead = false;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Area|Effects", meta = (ExposeOnSpawn = true))
TArray<FCogSampleAreaEffectConfig> Effects;
UPROPERTY(Transient, BlueprintReadWrite, Category = "Internal", meta = (ExposeOnSpawn = true))
TArray<FGameplayEffectSpecHandle> BakedEffects;
protected:
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Area")
void OnTickEffect();
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Area")
void OnActorEntered(AActor* OverlappedActor, AActor* EnteringActor);
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Area")
void OnActorExited(AActor* OverlappedActor, AActor* OtherExitingActorActor);
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Area")
void ApplyInstantEffects(AActor* HitActor);
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Area")
void ApplyTickEffects(AActor* HitActor);
UFUNCTION(BlueprintNativeEvent, BlueprintPure, Category = "Area")
bool CanBeAffected(AActor* OtherActor) const;
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Area")
void AffectEnteringActor(AActor* EnteringActor);
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Area")
void AffectExitingActor(AActor* ExitingActor);
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Area")
void ApplyInsideEffects(AActor* HitActor);
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Area")
void RemoveInsideEffects(AActor* HitActor);
UFUNCTION(BlueprintPure, Category = "Area")
bool CanPerformDetection() const;
UFUNCTION(BlueprintPure, Category = "Area")
bool IsAliveOfAffectDead(AActor* OtherActor) const;
UFUNCTION(BlueprintPure, Category = "Area")
bool IsAlreadyAffected(AActor* OtherActor) const;
UFUNCTION(BlueprintPure, Category = "Area")
AActor* GetInstigatorActor() const;
UFUNCTION(BlueprintCallable, BlueprintPure=false, Category = "Area")
bool MakeAreaOutgoingEffectSpecs(TSubclassOf<UGameplayEffect> EffectClass, FGameplayEffectSpecHandle& EffectSpecHandle) const;
void RegisterAllEffects();
void ApplyEffectsOnActors(const TArray<AActor*>& HitActors, int32 EventTypeFilter);
UPROPERTY(BlueprintReadOnly, Transient)
bool IsAtStart = true;
bool IsAtEnd = false;
UPROPERTY(BlueprintReadOnly, Transient)
TArray<TObjectPtr<AActor>> InsideActors;
TMap<TSubclassOf<UGameplayEffect>, FGameplayEffectSpecHandle> EffectsMap;
TMap<AActor*, TArray<FActiveGameplayEffectHandle>> InsideEffects;
FTimerHandle TickTimerHandle;
};
+10
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@@ -535,9 +535,17 @@ void ACogSampleCharacter::HandleDamageDealt(const FCogSampleDamageEventParams& P
#endif //ENABLE_COG
}
//--------------------------------------------------------------------------------------------------------------------------
bool ACogSampleCharacter::IsDead() const
{
return bIsDead;
}
//--------------------------------------------------------------------------------------------------------------------------
void ACogSampleCharacter::OnKilled(AActor* InInstigator, AActor* InCauser, const FGameplayEffectSpec& InEffectSpec, float InMagnitude)
{
bIsDead = true;
if (AbilitySystem != nullptr)
{
FGameplayEventData Payload;
@@ -558,6 +566,8 @@ void ACogSampleCharacter::OnKilled(AActor* InInstigator, AActor* InCauser, const
//--------------------------------------------------------------------------------------------------------------------------
void ACogSampleCharacter::OnRevived(AActor* InInstigator, AActor* InCauser, const FGameplayEffectSpec& InEffectSpec, float InMagnitude)
{
bIsDead = false;
if (AbilitySystem != nullptr)
{
FGameplayEventData Payload;
+4
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@@ -141,6 +141,8 @@ public:
virtual void HandleDamageDealt(const FCogSampleDamageEventParams& Params) override;
virtual bool IsDead() const override;
//----------------------------------------------------------------------------------------------------------------------
// Team
//----------------------------------------------------------------------------------------------------------------------
@@ -334,6 +336,8 @@ private:
bool bIsInGhostMode = false;
bool bIsDead = false;
//----------------------------------------------------------------------------------------------------------------------
// Root Motion
//----------------------------------------------------------------------------------------------------------------------
@@ -42,4 +42,7 @@ public:
virtual void HandleDamageReceived(const FCogSampleDamageEventParams& Params) {}
virtual void HandleDamageDealt(const FCogSampleDamageEventParams& Params) {}
virtual bool IsDead() const { return false; }
};
@@ -316,3 +316,28 @@ bool UCogSampleFunctionLibrary_Gameplay::IsActorMatchingTags(const AActor* Actor
return Result;
}
//--------------------------------------------------------------------------------------------------------------------------
AActor* UCogSampleFunctionLibrary_Gameplay::GetActorInstigator(AActor* Actor)
{
if (Actor == nullptr)
{
return nullptr;
}
AActor* Instigator = Actor->GetInstigator();
if (Instigator != nullptr)
{
return Instigator;
}
//-------------------------------------------------
// The game state is the default Instigator
//-------------------------------------------------
UWorld* World = Actor->GetWorld();
if (World != nullptr)
{
return World->GetGameState();
}
return nullptr;
}
@@ -64,6 +64,9 @@ public:
UFUNCTION(BlueprintPure)
static void FindCapsulePointDistance(const FVector2D& CapsulePoint1, const FVector2D& CapsulePoint2, const float CapsuleRadius, const FVector2D& Point, FVector2D& Projection, float& Time, float& Distance);
UFUNCTION(BlueprintPure)
static AActor* GetActorInstigator(AActor* Actor);
static void AdjustAttributeForMaxChange(UAbilitySystemComponent* AbilityComponent, FGameplayAttributeData& AffectedAttribute, float OldValue, float NewMaxValue, const FGameplayAttribute& AffectedAttributeProperty);
static FCollisionObjectQueryParams ConfigureCollisionObjectParams(const TArray<TEnumAsByte<EObjectTypeQuery>>& ObjectTypes);
@@ -83,6 +86,4 @@ public:
static bool IsActorMatchingTags(const AActor* Actor, const FGameplayTagContainer& RequiredTags, const FGameplayTagContainer& IgnoredTags);
static bool MatchCooldownTag(const FGameplayTagContainer& TagContainer);
};
@@ -2,6 +2,24 @@
#include "CogSampleTeamInterface.h"
//--------------------------------------------------------------------------------------------------------------------------
int32 UCogSampleFunctionLibrary_Team::GetTeamSafe(const AActor* Actor)
{
if (Actor == nullptr)
{
return 0;
}
const ICogSampleTeamInterface* TeamActor = Cast<ICogSampleTeamInterface>(Actor);
if (TeamActor == nullptr)
{
return 0;
}
const int32 Team = TeamActor->GetTeam();
return Team;
}
//--------------------------------------------------------------------------------------------------------------------------
ECogSampleAllegiance UCogSampleFunctionLibrary_Team::GetTeamsAllegiance(int32 Team1, int32 Team2)
{
@@ -21,18 +39,9 @@ ECogSampleAllegiance UCogSampleFunctionLibrary_Team::GetTeamsAllegiance(int32 Te
//--------------------------------------------------------------------------------------------------------------------------
ECogSampleAllegiance UCogSampleFunctionLibrary_Team::GetActorsAllegiance(const AActor* Actor1, const AActor* Actor2)
{
const ICogSampleTeamInterface* TeamActor1 = Cast<ICogSampleTeamInterface>(Actor1);
const ICogSampleTeamInterface* TeamActor2 = Cast<ICogSampleTeamInterface>(Actor2);
if (TeamActor1 == nullptr || TeamActor2 == nullptr)
{
return ECogSampleAllegiance::Neutral;
}
const int32 Team1 = TeamActor1->GetTeam();
const int32 Team2 = TeamActor2->GetTeam();
const int32 Team1 = GetTeamSafe(Actor1);
const int32 Team2 = GetTeamSafe(Actor2);
const ECogSampleAllegiance Allegiance = GetTeamsAllegiance(Team1, Team2);
return Allegiance;
}
@@ -44,6 +53,23 @@ bool UCogSampleFunctionLibrary_Team::MatchAllegiance(const AActor* Actor1, const
return Result;
}
//--------------------------------------------------------------------------------------------------------------------------
bool UCogSampleFunctionLibrary_Team::MatchAllegianceFromTeams(int32 Team1, int32 Team2, int32 AllegianceFilter)
{
const ECogSampleAllegiance Allegiance = GetTeamsAllegiance(Team1, Team2);
const bool Result = MatchAllegianceFilter(Allegiance, AllegianceFilter);
return Result;
}
//--------------------------------------------------------------------------------------------------------------------------
bool UCogSampleFunctionLibrary_Team::MatchAllegianceBetweenTeamAndActor(int32 Team, const AActor* Actor, int32 AllegianceFilter)
{
const int32 ActorTeam = GetTeamSafe(Actor);
const ECogSampleAllegiance Allegiance = GetTeamsAllegiance(Team, ActorTeam);
const bool Result = MatchAllegianceFilter(Allegiance, AllegianceFilter);
return Result;
}
//--------------------------------------------------------------------------------------------------------------------------
bool UCogSampleFunctionLibrary_Team::MatchAllegianceFilter(ECogSampleAllegiance Allegiance, int32 AllegianceFilter)
{
@@ -31,6 +31,9 @@ class UCogSampleFunctionLibrary_Team : public UBlueprintFunctionLibrary
public:
UFUNCTION(BlueprintPure)
static int32 GetTeamSafe(const AActor* Actor);
UFUNCTION(BlueprintPure)
static ECogSampleAllegiance GetTeamsAllegiance(int32 Team1, int32 Team2);
@@ -40,6 +43,12 @@ public:
UFUNCTION(BlueprintPure)
static bool MatchAllegiance(const AActor* Actor1, const AActor* Actor2, UPARAM(meta = (Bitmask, BitmaskEnum = "/Script/CogSample.ECogSampleAllegianceFilter")) int32 AllegianceFilter);
UFUNCTION(BlueprintPure)
bool MatchAllegianceFromTeams(int32 Team1, int32 Team2, UPARAM(meta = (Bitmask, BitmaskEnum = "/Script/CogSample.ECogSampleAllegianceFilter")) int32 AllegianceFilter);
UFUNCTION(BlueprintPure)
static bool MatchAllegianceBetweenTeamAndActor(int32 Team, const AActor* Actor, UPARAM(meta = (Bitmask, BitmaskEnum = "/Script/CogSample.ECogSampleAllegianceFilter")) int32 AllegianceFilter);
UFUNCTION(BlueprintPure)
static bool MatchAllegianceFilter(ECogSampleAllegiance Allegiance, UPARAM(meta = (Bitmask, BitmaskEnum = "/Script/CogSample.ECogSampleAllegianceFilter")) int32 AllegianceFilter);
+7
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@@ -2,6 +2,7 @@
#include "AssetRegistry/AssetRegistryModule.h"
#include "AssetRegistry/IAssetRegistry.h"
#include "CogSampleAbilitySystemComponent.h"
#include "CogSampleFunctionLibrary_Tag.h"
#include "GameFramework/Character.h"
#include "GameFramework/GameMode.h"
@@ -78,6 +79,10 @@ ACogSampleGameState::ACogSampleGameState(const FObjectInitializer & ObjectInitia
PrimaryActorTick.bCanEverTick = true;
PrimaryActorTick.SetTickFunctionEnable(true);
PrimaryActorTick.bStartWithTickEnabled = true;
AbilitySystemComponent = CreateDefaultSubobject<UCogSampleAbilitySystemComponent>(TEXT("AbilitySystemComponent"));
AbilitySystemComponent->SetIsReplicated(true);
AbilitySystemComponent->SetReplicationMode(EGameplayEffectReplicationMode::Minimal);
}
//--------------------------------------------------------------------------------------------------------------------------
@@ -85,6 +90,8 @@ void ACogSampleGameState::BeginPlay()
{
Super::BeginPlay();
AbilitySystemComponent->InitAbilityActorInfo(this, this);
#if ENABLE_COG
InitializeCog();
#endif //ENABLE_COG
+10 -2
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@@ -7,6 +7,7 @@
class UCogWindowManager;
class UCogEngineWindow_Selection;
class UCogSampleAbilitySystemComponent;
UCLASS()
class ACogSampleGameState : public AGameStateBase
@@ -23,12 +24,19 @@ class ACogSampleGameState : public AGameStateBase
private:
//--------------------------------------------------------------
//---------------------------------------------------------------------------------
// To make sure it doesn't get garbage collected.
//--------------------------------------------------------------
//---------------------------------------------------------------------------------
UPROPERTY()
TObjectPtr<UObject> CogWindowManagerRef = nullptr;
//---------------------------------------------------------------------------------
// The game state has an AbilitySystemComponent to serve as the default instigator
// for effects that are not applied by characters.
//---------------------------------------------------------------------------------
UPROPERTY()
UCogSampleAbilitySystemComponent* AbilitySystemComponent = nullptr;
#if ENABLE_COG
void InitializeCog();
@@ -11,6 +11,7 @@
DEFINE_LOG_CATEGORY(LogCogAlways);
DEFINE_LOG_CATEGORY(LogCogAbility);
DEFINE_LOG_CATEGORY(LogCogArea);
DEFINE_LOG_CATEGORY(LogCogBaseAimRotation);
DEFINE_LOG_CATEGORY(LogCogCollision);
DEFINE_LOG_CATEGORY(LogCogControlRotation);
@@ -30,6 +31,7 @@ namespace CogSampleLog
FCogDebugLog::AddLogCategory(LogCogAlways, "Always", "Debug Category that is always active", false);
FCogDebugLog::AddLogCategory(LogCogAbility, "Ability", "Log and debug draw of gameplay abilities");
FCogDebugLog::AddLogCategory(LogCogArea, "Area", "Log and debug draw of area of effects");
FCogDebugLog::AddLogCategory(LogCogAI, "AI", "Log and debug draw of AI behaviors");
FCogDebugLog::AddLogCategory(LogAbilitySystem, "Ability System", "Unreal Ability System Log");
FCogDebugLog::AddLogCategory(LogCogBaseAimRotation, "Base Aim Rotation", "Debug Draw of a Character BaseAimRotation");
@@ -5,6 +5,7 @@
DECLARE_LOG_CATEGORY_EXTERN(LogCogAlways, VeryVerbose, All);
DECLARE_LOG_CATEGORY_EXTERN(LogCogAbility, Warning, All);
DECLARE_LOG_CATEGORY_EXTERN(LogCogArea, Warning, All);
DECLARE_LOG_CATEGORY_EXTERN(LogCogBaseAimRotation, Warning, All);
DECLARE_LOG_CATEGORY_EXTERN(LogCogCollision, Warning, All);
DECLARE_LOG_CATEGORY_EXTERN(LogCogControlRotation, Warning, All);