Start to add hit impact on the sample

This commit is contained in:
Arnaud Jamin
2023-10-18 17:22:50 -04:00
parent 87e87edc13
commit bbb89f09ff
33 changed files with 295 additions and 44 deletions
@@ -0,0 +1,33 @@
#include "CogSampleAbilitySystemComponent.h"
#include "AbilitySystemGlobals.h"
#include "GameplayCueManager.h"
#include "GameplayEffectTypes.h"
//--------------------------------------------------------------------------------------------------------------------------
void UCogSampleAbilitySystemComponent::ExecuteGameplayCueLocal(const FGameplayTag GameplayCueTag, const FGameplayCueParameters& GameplayCueParameters) const
{
if (AActor* ActorAvatar = AbilityActorInfo->AvatarActor.Get())
{
UAbilitySystemGlobals::Get().GetGameplayCueManager()->HandleGameplayCue(ActorAvatar, GameplayCueTag, EGameplayCueEvent::Type::Executed, GameplayCueParameters);
}
}
//--------------------------------------------------------------------------------------------------------------------------
void UCogSampleAbilitySystemComponent::AddGameplayCueLocal(const FGameplayTag GameplayCueTag, const FGameplayCueParameters& GameplayCueParameters) const
{
if (AActor* ActorAvatar = AbilityActorInfo->AvatarActor.Get())
{
UAbilitySystemGlobals::Get().GetGameplayCueManager()->HandleGameplayCue(ActorAvatar, GameplayCueTag, EGameplayCueEvent::Type::OnActive, GameplayCueParameters);
UAbilitySystemGlobals::Get().GetGameplayCueManager()->HandleGameplayCue(ActorAvatar, GameplayCueTag, EGameplayCueEvent::Type::WhileActive, GameplayCueParameters);
}
}
//--------------------------------------------------------------------------------------------------------------------------
void UCogSampleAbilitySystemComponent::RemoveGameplayCueLocal(const FGameplayTag GameplayCueTag, const FGameplayCueParameters& GameplayCueParameters) const
{
if (AActor* ActorAvatar = AbilityActorInfo->AvatarActor.Get())
{
UAbilitySystemGlobals::Get().GetGameplayCueManager()->HandleGameplayCue(ActorAvatar, GameplayCueTag, EGameplayCueEvent::Type::Removed, GameplayCueParameters);
}
}