2024-04-25 09:46:26 -07:00
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#include "GasaAbilitySystemComponent.h"
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#include "Engine/Engine.h"
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void UGasaAbilitySystemComp::OnAbilityActorInfoSet()
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{
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}
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void UGasaAbilitySystemComp::EffectApplied(UAbilitySystemComponent* AbilitySystem, FGameplayEffectSpec const& Spec,
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FActiveGameplayEffectHandle ActiveEffect)
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{
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GEngine->AddOnScreenDebugMessage(1, 8.f, FColor::Yellow, FString("Effect applied"));
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}
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void UGasaAbilitySystemComp::InitAbilityActorInfo(AActor* InOwnerActor, AActor* InAvatarActor)
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{
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Super::InitAbilityActorInfo(InOwnerActor, InAvatarActor);
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OnGameplayEffectAppliedDelegateToSelf.AddUObject(this, & ThisClass::EffectApplied);
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}
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