40. Periodic Gameplay Effects

This commit is contained in:
2024-04-24 10:59:48 -04:00
parent 8f84dcf3d3
commit 22aee515ed
16 changed files with 185 additions and 24 deletions

View File

@ -8,9 +8,9 @@
UGasaAttributeSet::UGasaAttributeSet()
{
InitHealth( 100.f );
InitHealth( 50.f );
InitMaxHealth( 100.f );
InitMana( 50.f );
InitMana( 25.f );
InitMaxMana( 50.f );
}

View File

@ -17,8 +17,7 @@ void AGasaEffectActor::ApplyEffectToActor(AActor* Actor, TSubclassOf<UGameplayEf
FGameplayEffectContextHandle
Context = AS->MakeEffectContext();
Context.AddSourceObject(Actor);
FGameplayEffectSpecHandle Spec = AS->MakeOutgoingSpec( EffectClass, 1.0f, Context );
if (Spec.IsValid())
AS->ApplyGameplayEffectSpecToSelf( * Spec.Data );
AS->ApplyGameplayEffectSpecToSelf( * Spec.Data );
}

View File

@ -13,7 +13,10 @@ class GASA_API AGasaEffectActor : public AGasaActor
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gameplay Effects")
TSoftClassPtr<UGameplayEffect> InstantEffectClass;
TSubclassOf<UGameplayEffect> InstantEffectClass;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gameplay Effects")
TSubclassOf<UGameplayEffect> DurationEffectClass;
AGasaEffectActor();