62 lines
1.6 KiB
C++
62 lines
1.6 KiB
C++
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#include "GasaEffectActor.h"
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#include "AbilitySystemComponent.h"
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#include "AbilitySystemInterface.h"
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#include "GasaAttributeSet.h"
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#include "Components/SphereComponent.h"
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AGasaEffectActor::AGasaEffectActor()
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{
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PrimaryActorTick.bCanEverTick = false;
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Mesh = CreateDefaultSubobject<UStaticMeshComponent>("Mesh");
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Sphere = CreateDefaultSubobject<USphereComponent>("Sphere");
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SetRootComponent(Mesh);
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Sphere->SetupAttachment(Mesh);
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}
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void AGasaEffectActor::OnOverlapBegin(UPrimitiveComponent* OverlappedComponent
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, AActor* OtherActor
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, UPrimitiveComponent* OtherComp
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, int32 OtherBodyIndex
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, bool bFromSweep
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, FHitResult const& SweepResult)
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{
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// Demo of "restricted way"
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if ( ! OtherActor->Implements<UAbilitySystemInterface>())
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return;
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IAbilitySystemInterface* ASI = Cast<IAbilitySystemInterface>(OtherActor);
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if (ASI == nullptr)
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return;
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// TODO(Ed): Change this to use a gameplay effect instead
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UAbilitySystemComponent* AbilitySystem = ASI->GetAbilitySystemComponent();
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UGasaAttributeSet* MutAttributes = const_cast<UGasaAttributeSet*>(Gasa::GetAttributeSet(AbilitySystem));
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MutAttributes->SetHealth( MutAttributes->GetHealth() + 25.f );
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Destroy();
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}
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void AGasaEffectActor::OnOverlapEnd(UPrimitiveComponent* OverlappedComponent
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, AActor* OtherActor
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, UPrimitiveComponent* OtherComp
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, int32 OtherBodyIndex)
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{
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}
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void AGasaEffectActor::BeginPlay()
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{
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Super::BeginPlay();
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}
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void AGasaEffectActor::PostInitializeComponents()
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{
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Super::PostInitializeComponents();
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Sphere->OnComponentBeginOverlap.AddUniqueDynamic(this, &ThisClass::OnOverlapBegin);
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Sphere->OnComponentEndOverlap.AddUniqueDynamic(this, &ThisClass::OnOverlapEnd);
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}
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