59. Message Widget

This commit is contained in:
2024-04-26 21:36:09 -04:00
parent fe2abe1972
commit 07c5420bc2
16 changed files with 39 additions and 20 deletions

View File

@ -14,11 +14,14 @@ using namespace Gasa;
void UGasaAbilitySystemComp::OnAbilityActorInfoSet()
{
if ( ! OnGameplayEffectAppliedDelegateToSelf.IsBoundToObject(this))
OnGameplayEffectAppliedDelegateToSelf.AddUObject(this, & ThisClass::EffectApplied);
}
void UGasaAbilitySystemComp::EffectApplied(UAbilitySystemComponent* AbilitySystem, FGameplayEffectSpec const& Spec,
FActiveGameplayEffectHandle ActiveEffect)
{
Log("EFFECT APPLIED?");
FGameplayTagContainer Tags;
Spec.GetAllAssetTags(Tags);
Event_OnEffectAppliedAssetTags.Broadcast(Tags);
@ -27,6 +30,4 @@ void UGasaAbilitySystemComp::EffectApplied(UAbilitySystemComponent* AbilitySyste
void UGasaAbilitySystemComp::InitAbilityActorInfo(AActor* InOwnerActor, AActor* InAvatarActor)
{
Super::InitAbilityActorInfo(InOwnerActor, InAvatarActor);
OnGameplayEffectAppliedDelegateToSelf.AddUObject(this, & ThisClass::EffectApplied);
}

View File

@ -17,7 +17,6 @@ public:
FEffectAssetTagsSig Event_OnEffectAppliedAssetTags;
// TODO(Ed): If hes only using this to bind the EffectApplied to a delegate, then just use the init override instead.
void OnAbilityActorInfoSet();
void EffectApplied(UAbilitySystemComponent* AbilitySystem, FGameplayEffectSpec const& Spec, FActiveGameplayEffectHandle ActiveEffect);
@ -25,4 +24,4 @@ public:
#pragma region AbilitySystemComponent
void InitAbilityActorInfo(AActor* InOwnerActor, AActor* InAvatarActor) override;
#pragma endregion AbilitySystemComponent
};
};