GASATHON/Project/Source/Gasa/AbilitySystem/GasaEffectActor.h

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#pragma once
#include "GasaCommon.h"
#include "Actors/GasaActor.h"
#include "ActiveGameplayEffectHandle.h"
#include "GameFramework/Actor.h"
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#include "GasaEffectActor.generated.h"
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struct FActiveGameplayEffectHandle;
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UENUM(BlueprintType)
enum class EInstantEffectUsagePolicy : uint8
{
DoNotApply,
ApplyOnOverlap,
ApplyOnEndOverlap,
};
UENUM(BlueprintType, meta = (Bitflags, UseEnumValuesAsMaskValuesInEditor = "true"))
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enum class EEffectUsagePolicy : uint8
{
None = 0 UMETA(Hidden),
ApplyOnOverlap = bit(0),
ApplyOnEndOverlap = bit(1),
RemoveOnOverlap = bit(2),
RemoveOnEndOverlap = bit(3),
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};
constexpr int32 DefaultEffectUsagePolicy = (int32(EEffectUsagePolicy::RemoveOnEndOverlap));
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UCLASS()
class GASA_API AGasaEffectActor : public AGasaActor
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{
GENERATED_BODY()
public:
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AGasaEffectActor();
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gameplay Effects")
float Level;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gameplay Effects")
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TSubclassOf<UGameplayEffect> InstantEffectClass;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gameplay Effects")
EInstantEffectUsagePolicy InstantEffectUsage;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gameplay Effects")
TSubclassOf<UGameplayEffect> DurationEffectClass;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gameplay Effects", meta=(Bitmask, BitmaskEnum = "/Script/Gasa.EEffectUsagePolicy"))
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int32 DurationEffectUsage;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gameplay Effects")
TSubclassOf<UGameplayEffect> InfiniteEffectClass;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gameplay Effects", meta=(Bitmask, BitmaskEnum = "/Script/Gasa.EEffectUsagePolicy"))
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int32 InfiniteEffectUsage;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gameplay Effects")
bool bDestroyOnEffectRemoval;
TMap<FActiveGameplayEffectHandle, UAbilitySystemComponent*> ActiveEffectsToRemove;
using ActiveEffectEntry = TTuple<FActiveGameplayEffectHandle, UAbilitySystemComponent*>;
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FActiveGameplayEffectHandle ActiveDuration;
FActiveGameplayEffectHandle ActiveInfinite;
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UFUNCTION(BlueprintCallable, Category = "Gameplay Effects")
void ApplyEffectToActor(AActor* Actor, TSubclassOf<UGameplayEffect> EffectClass, bool bRemoveOnEndOverlap = false);
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UFUNCTION(BlueprintCallable)
void OnOverlap(AActor* Actor);
UFUNCTION(BlueprintCallable)
void OnEndOverlap(AActor* Actor);
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};