Files
Cog/Source/CogSample/CogSampleExecCalculation_Heal.cpp
T
Arnaud Jamin 1aabdb5c4e First Submit
2023-10-02 01:32:41 -04:00

77 lines
3.3 KiB
C++

#include "CogSampleExecCalculation_Heal.h"
#include "CogSampleAttributeSet_Health.h"
#include "CogSampleCharacter.h"
#include "CogSampleTagLibrary.h"
//--------------------------------------------------------------------------------------------------------------------------
struct FCogSampleHealStatics
{
FCogSampleHealStatics()
{
}
};
//--------------------------------------------------------------------------------------------------------------------------
static const FCogSampleHealStatics& HealStatics()
{
static FCogSampleHealStatics __FCogSampleHealStatics;
return __FCogSampleHealStatics;
}
//--------------------------------------------------------------------------------------------------------------------------
UCogSampleExecCalculation_Heal::UCogSampleExecCalculation_Heal()
{
#if WITH_EDITORONLY_DATA
ValidTransientAggregatorIdentifiers.AddTag(Tag_Effect_Data_Heal);
#endif // #if WITH_EDITORONLY_DATA
}
//--------------------------------------------------------------------------------------------------------------------------
void UCogSampleExecCalculation_Heal::Execute_Implementation(const FGameplayEffectCustomExecutionParameters& ExecutionParams, OUT FGameplayEffectCustomExecutionOutput& OutExecutionOutput) const
{
const FGameplayEffectSpec& EffectSpec = ExecutionParams.GetOwningSpec();
const FGameplayEffectContextHandle Context = EffectSpec.GetContext();
FAggregatorEvaluateParameters EvaluationParameters;
EvaluationParameters.SourceTags = EffectSpec.CapturedSourceTags.GetAggregatedTags();
EvaluationParameters.TargetTags = EffectSpec.CapturedTargetTags.GetAggregatedTags();
UAbilitySystemComponent* TargetAbilitySystem = ExecutionParams.GetTargetAbilitySystemComponent();
UAbilitySystemComponent* SourceAbilitySystem = ExecutionParams.GetSourceAbilitySystemComponent();
FGameplayTagContainer SpecAssetTags;
EffectSpec.GetAllAssetTags(SpecAssetTags);
//-----------------------------------------------------------------------------------------------------
// Get flat Heal
//-----------------------------------------------------------------------------------------------------
float Heal = 0.0f;
ExecutionParams.AttemptCalculateTransientAggregatorMagnitude(Tag_Effect_Data_Heal, EvaluationParameters, Heal);
//-----------------------------------------------------------------------------------------------------
// Apply modifiers
//-----------------------------------------------------------------------------------------------------
const bool IsDead = TargetAbilitySystem->HasMatchingGameplayTag(Tag_Status_Dead);
const bool IsEffectReviving = SpecAssetTags.HasTag(Tag_Effect_Type_Heal_Revive);
if (IsDead && IsEffectReviving == false)
{
return;
}
if (SpecAssetTags.HasTag(Tag_Effect_Type_Heal_Full))
{
Heal = TargetAbilitySystem->GetNumericAttribute(UCogSampleAttributeSet_Health::GetMaxHealthAttribute());
}
//-----------------------------------------------------------------------------------------------------
// Apply Heal
//-----------------------------------------------------------------------------------------------------
if (Heal > 0.0f)
{
OutExecutionOutput.AddOutputModifier(FGameplayModifierEvaluatedData(UCogSampleAttributeSet_Health::GetHealthAttribute(), EGameplayModOp::Additive, Heal));
}
}