2024-04-13 07:19:45 -07:00
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#pragma once
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#include "AbilitySystemComponent.h"
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2024-04-13 08:09:22 -07:00
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#include "GasaCommon.h"
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2024-04-13 07:19:45 -07:00
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#include "GasaAbilitySystemComponent.generated.h"
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2024-04-26 17:08:08 -07:00
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DECLARE_MULTICAST_DELEGATE_OneParam(FEffectAssetTagsSig, FGameplayTagContainer const& /*Tags*/);
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2024-04-13 15:35:19 -07:00
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UCLASS(BlueprintType)
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2024-04-13 07:19:45 -07:00
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class GASA_API UGasaAbilitySystemComp : public UAbilitySystemComponent
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{
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GENERATED_BODY()
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public:
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2024-04-26 17:08:08 -07:00
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FEffectAssetTagsSig Event_OnEffectAppliedAssetTags;
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2024-04-25 09:46:26 -07:00
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// TODO(Ed): If hes only using this to bind the EffectApplied to a delegate, then just use the init override instead.
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void OnAbilityActorInfoSet();
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void EffectApplied(UAbilitySystemComponent* AbilitySystem, FGameplayEffectSpec const& Spec, FActiveGameplayEffectHandle ActiveEffect);
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#pragma region AbilitySystemComponent
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void InitAbilityActorInfo(AActor* InOwnerActor, AActor* InAvatarActor) override;
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#pragma endregion AbilitySystemComponent
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2024-04-13 07:19:45 -07:00
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};
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