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

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#include "GasaEffectActor.h"
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#include "GasaAbilitySystemComponent_Inlines.h"
using namespace Gasa;
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AGasaEffectActor::AGasaEffectActor()
{
PrimaryActorTick.bCanEverTick = false;
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RootComponent = CreateDefaultSubobject<USceneComponent>("Root");
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InstantEffectUsage = DefaultEffectUsagePolicy;
DurationEffectUsage = DefaultEffectUsagePolicy;
InfiniteEffectUsage = DefaultEffectUsagePolicy;
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}
void AGasaEffectActor::ApplyEffectToActor(AActor* Actor, TSubclassOf<UGameplayEffect> EffectClass)
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{
UGasaAbilitySystemComp* AS = GetAbilitySystem(Actor, true);
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FGameplayEffectContextHandle
Context = AS->MakeEffectContext();
Context.AddSourceObject(Actor);
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FGameplayEffectSpecHandle Spec = AS->MakeOutgoingSpec( EffectClass, 1.0f, Context );
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AS->ApplyGameplayEffectSpecToSelf( * Spec.Data );
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}
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void AGasaEffectActor::OnOverlap(AActor* Actor)
{
}
void AGasaEffectActor::OnEndOverlap(AActor* Actor)
{
}