37. Effect Actor Improved

This commit is contained in:
2024-04-22 12:01:30 -04:00
parent 2695bfc4b6
commit 28b1ad19dc
16 changed files with 189 additions and 93 deletions

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@ -1,6 +1,8 @@
#pragma once
#include "GasaAbilitySystemComponent.h"
#include "AbilitySystemInterface.h"
#include "AbilitySystemGlobals.h"
namespace Gasa
{
@ -13,4 +15,24 @@ namespace Gasa
}
return nullptr;
}
// From: UAbilitySystemGlobals::GetAbilitySystemComponentFromActor
inline
UGasaAbilitySystemComp* GetAbilitySystem(AActor* Actor, bool LookForComponent = false)
{
if (Actor == nullptr)
return nullptr;
const IAbilitySystemInterface* ASI = Cast<IAbilitySystemInterface>(Actor);
if (ASI)
return Cast<UGasaAbilitySystemComp>(ASI->GetAbilitySystemComponent());
if (LookForComponent)
{
// Fall back to a component search to better support BP-only actors
return Cast<UGasaAbilitySystemComp>(Actor->FindComponentByClass<UAbilitySystemComponent>());
}
return nullptr;
}
}

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@ -10,29 +10,39 @@ UGasaAttributeSet::UGasaAttributeSet()
{
InitHealth( 50.f );
InitMaxHealth( 100.f );
InitMana( 25.f );
InitMana( 50.f );
InitMaxMana( 50.f );
}
#pragma region Rep Notifies
void UGasaAttributeSet::Client_OnRep_Health( FGameplayAttributeData& PrevHealth )
{
GAMEPLAYATTRIBUTE_REPNOTIFY( UGasaAttributeSet, Health, PrevHealth )
// From GAMEPLAYATTRIBUTE_REPNOTIFY
static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Health ) );
GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication( FGameplayAttribute( UGasaAttributeSetProperty ), Health, PrevHealth );
}
void UGasaAttributeSet::Client_OnRep_MaxHealth( FGameplayAttributeData& PrevMaxHealth )
{
GAMEPLAYATTRIBUTE_REPNOTIFY( UGasaAttributeSet, MaxHealth, PrevMaxHealth )
// From GAMEPLAYATTRIBUTE_REPNOTIFY
static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, MaxHealth ) );
GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication( FGameplayAttribute( UGasaAttributeSetProperty ), MaxHealth, PrevMaxHealth );
}
void UGasaAttributeSet::Client_OnRep_Mana( FGameplayAttributeData& PrevMana )
{
GAMEPLAYATTRIBUTE_REPNOTIFY( UGasaAttributeSet, Mana, PrevMana )
// From GAMEPLAYATTRIBUTE_REPNOTIFY
static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Mana ) );
GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication( FGameplayAttribute( UGasaAttributeSetProperty ), Mana, PrevMana );
}
void UGasaAttributeSet::Client_OnRep_MaxMana( FGameplayAttributeData& PrevMaxMana )
{
GAMEPLAYATTRIBUTE_REPNOTIFY( UGasaAttributeSet, MaxMana, PrevMaxMana )
// From GAMEPLAYATTRIBUTE_REPNOTIFY
static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, MaxMana ) );
GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication( FGameplayAttribute( UGasaAttributeSetProperty ), MaxMana, PrevMaxMana );
}
#pragma endregion Rep Notifies
void UGasaAttributeSet::GetLifetimeReplicatedProps( TArray<FLifetimeProperty>& OutLifetimeProps ) const
{
Super::GetLifetimeReplicatedProps( OutLifetimeProps );

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@ -1,61 +1,23 @@
#include "GasaEffectActor.h"
#include "AbilitySystemInterface.h"
#include "GasaAttributeSet.h"
#include "GasaAttributeSet_Inlines.h"
#include "Components/SphereComponent.h"
#include "GasaAbilitySystemComponent_Inlines.h"
using namespace Gasa;
AGasaEffectActor::AGasaEffectActor()
{
PrimaryActorTick.bCanEverTick = false;
Mesh = CreateDefaultSubobject<UStaticMeshComponent>("Mesh");
Sphere = CreateDefaultSubobject<USphereComponent>("Sphere");
SetRootComponent(Mesh);
Sphere->SetupAttachment(Mesh);
RootComponent = CreateDefaultSubobject<USceneComponent>("Root");
}
void AGasaEffectActor::OnOverlapBegin(UPrimitiveComponent* OverlappedComponent
, AActor* OtherActor
, UPrimitiveComponent* OtherComp
, int32 OtherBodyIndex
, bool bFromSweep
, FHitResult const& SweepResult)
void AGasaEffectActor::ApplyEffectToTarget(AActor* Target, TSubclassOf<UGameplayEffect> EffectClass)
{
// Demo of "restricted way"
if ( ! OtherActor->Implements<UAbilitySystemInterface>())
return;
UGasaAbilitySystemComp* AS = GetAbilitySystem(Target, true);
FGameplayEffectContextHandle
Context = AS->MakeEffectContext();
Context.AddSourceObject(Target);
IAbilitySystemInterface* ASI = Cast<IAbilitySystemInterface>(OtherActor);
if (ASI == nullptr)
return;
// TODO(Ed): Change this to use a gameplay effect instead
UAbilitySystemComponent* AbilitySystem = ASI->GetAbilitySystemComponent();
UGasaAttributeSet* MutAttributes = const_cast<UGasaAttributeSet*>(Gasa::GetAttributeSet(AbilitySystem));
MutAttributes->SetHealth( MutAttributes->GetHealth() + 25.f );
Destroy();
}
void AGasaEffectActor::OnOverlapEnd(UPrimitiveComponent* OverlappedComponent
, AActor* OtherActor
, UPrimitiveComponent* OtherComp
, int32 OtherBodyIndex)
{
}
void AGasaEffectActor::BeginPlay()
{
Super::BeginPlay();
}
void AGasaEffectActor::PostInitializeComponents()
{
Super::PostInitializeComponents();
Sphere->OnComponentBeginOverlap.AddUniqueDynamic(this, &ThisClass::OnOverlapBegin);
Sphere->OnComponentEndOverlap.AddUniqueDynamic(this, &ThisClass::OnOverlapEnd);
FGameplayEffectSpecHandle Spec = AS->MakeOutgoingSpec( EffectClass, 1.0f, Context );
AS->ApplyGameplayEffectSpecToSelf( * Spec.Data );
}

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@ -1,39 +1,19 @@
#pragma once
#include "GasaCommon.h"
#include "GasaEffectActor.generated.h"
UCLASS()
class GASA_API AGasaEffectActor : public AActor
{
GENERATED_BODY()
public:
UPROPERTY(VisibleAnywhere)
TObjectPtr<UStaticMeshComponent> Mesh;
UPROPERTY(VisibleAnywhere)
TObjectPtr<USphereComponent> Sphere;
UPROPERTY(EditAnywhere, Category = "Applied Effects")
TSoftClassPtr<UGameplayEffect> InstantEffectClass;
AGasaEffectActor();
UFUNCTION()
void OnOverlapBegin(UPrimitiveComponent* OverlappedComponent
, AActor* OtherActor
, UPrimitiveComponent* OtherComp
, int32 OtherBodyIndex
, bool bFromSweep
, FHitResult const& SweepResult);
UFUNCTION()
void OnOverlapEnd(UPrimitiveComponent* OverlappedComponent
, AActor* OtherActor
, UPrimitiveComponent* OtherComp
, int32 OtherBodyIndex);
#pragma region Actor
void BeginPlay() override;
void PostInitializeComponents() override;
#pragma endregion Actor
void ApplyEffectToTarget(AActor* Target, TSubclassOf<UGameplayEffect> EffectClass );
};

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@ -0,0 +1,62 @@
#include "GasaEffectActorDemo.h"
#include "AbilitySystemInterface.h"
#include "GasaAttributeSet.h"
#include "GasaAttributeSet_Inlines.h"
#include "Components/SphereComponent.h"
AGasaEffectActorDemo::AGasaEffectActorDemo()
{
PrimaryActorTick.bCanEverTick = false;
Mesh = CreateDefaultSubobject<UStaticMeshComponent>("Mesh");
Sphere = CreateDefaultSubobject<USphereComponent>("Sphere");
SetRootComponent(Mesh);
Sphere->SetupAttachment(Mesh);
}
void AGasaEffectActorDemo::OnOverlapBegin(UPrimitiveComponent* OverlappedComponent
, AActor* OtherActor
, UPrimitiveComponent* OtherComp
, int32 OtherBodyIndex
, bool bFromSweep
, FHitResult const& SweepResult)
{
// Demo of "restricted way"
if ( ! OtherActor->Implements<UAbilitySystemInterface>())
return;
IAbilitySystemInterface* ASI = Cast<IAbilitySystemInterface>(OtherActor);
if (ASI == nullptr)
return;
// TODO(Ed): Change this to use a gameplay effect instead
UAbilitySystemComponent* AbilitySystem = ASI->GetAbilitySystemComponent();
UGasaAttributeSet* MutAttributes = const_cast<UGasaAttributeSet*>(Gasa::GetAttributeSet(AbilitySystem));
MutAttributes->SetHealth( MutAttributes->GetHealth() + 25.f );
MutAttributes->SetMana( MutAttributes->GetMana() - 25.f );
Destroy();
}
void AGasaEffectActorDemo::OnOverlapEnd(UPrimitiveComponent* OverlappedComponent
, AActor* OtherActor
, UPrimitiveComponent* OtherComp
, int32 OtherBodyIndex)
{
}
void AGasaEffectActorDemo::BeginPlay()
{
Super::BeginPlay();
}
void AGasaEffectActorDemo::PostInitializeComponents()
{
Super::PostInitializeComponents();
Sphere->OnComponentBeginOverlap.AddUniqueDynamic(this, &ThisClass::OnOverlapBegin);
Sphere->OnComponentEndOverlap.AddUniqueDynamic(this, &ThisClass::OnOverlapEnd);
}

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@ -0,0 +1,40 @@
#pragma once
#include "GasaCommon.h"
#include "GasaEffectActorDemo.generated.h"
// Old demonstration code used before part 37.
UCLASS()
class GASA_API AGasaEffectActorDemo : public AActor
{
GENERATED_BODY()
public:
UPROPERTY(VisibleAnywhere)
TObjectPtr<UStaticMeshComponent> Mesh;
UPROPERTY(VisibleAnywhere)
TObjectPtr<USphereComponent> Sphere;
AGasaEffectActorDemo();
UFUNCTION()
void OnOverlapBegin(UPrimitiveComponent* OverlappedComponent
, AActor* OtherActor
, UPrimitiveComponent* OtherComp
, int32 OtherBodyIndex
, bool bFromSweep
, FHitResult const& SweepResult);
UFUNCTION()
void OnOverlapEnd(UPrimitiveComponent* OverlappedComponent
, AActor* OtherActor
, UPrimitiveComponent* OtherComp
, int32 OtherBodyIndex);
#pragma region Actor
void BeginPlay() override;
void PostInitializeComponents() override;
#pragma endregion Actor
};

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@ -22,6 +22,7 @@ class UAbilitySystemComponent;
class UAbilitySystemInterface;
class UAttributeSet;
class UCameraComponent;
class UGameplayEffect;
class UInputAction;
class UInputMappingContext;
class USphereComponent;

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@ -29,6 +29,8 @@ void UHostWidgetController::MaxManaChanged( FOnAttributeChangeData const& Attrib
void UHostWidgetController::BroadcastInitialValues()
{
// This function is managed by: GenGasa/GenGasa_HostWidgetController.cpp
UGasaAttributeSet* GasaAttribs = Cast<UGasaAttributeSet>( Data.Attributes );
if ( GasaAttribs )
{
@ -37,10 +39,13 @@ void UHostWidgetController::BroadcastInitialValues()
Event_OnManaChanged.Broadcast( GasaAttribs->GetMana() );
Event_OnMaxManaChanged.Broadcast( GasaAttribs->GetMaxMana() );
}
BindCallbacksToDependencies();
}
void UHostWidgetController::BindCallbacksToDependencies()
{
// This function is managed by: GenGasa/GenGasa_HostWidgetController.cpp
UGasaAbilitySystemComp* AbilitySystem = Cast<UGasaAbilitySystemComp>( Data.AbilitySystem );
UGasaAttributeSet* GasaAttribs = Cast<UGasaAttributeSet>( Data.Attributes );