37. Effect Actor Improved
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2695bfc4b6
commit
28b1ad19dc
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Project/Binaries/Win64/UnrealEditor-Gasa.dll
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Project/Binaries/Win64/UnrealEditor-Gasa.dll
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Project/Binaries/Win64/UnrealEditor-GasaEditor.dll
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Project/Binaries/Win64/UnrealEditor-GasaEditor.dll
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@ -130,7 +130,3 @@ ManualIPAddress=
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+CollisionChannelRedirects=(OldName="Dynamic",NewName="WorldDynamic")
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+CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
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+CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
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[CoreRedirects]
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+ClassRedirects=(OldName="/Script/Gasa.UI_HostWidget",NewName="/Script/Gasa.HUDHostWidget")
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@ -1,6 +1,8 @@
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#pragma once
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#include "GasaAbilitySystemComponent.h"
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#include "AbilitySystemInterface.h"
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#include "AbilitySystemGlobals.h"
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namespace Gasa
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{
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@ -13,4 +15,24 @@ namespace Gasa
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}
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return nullptr;
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}
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// From: UAbilitySystemGlobals::GetAbilitySystemComponentFromActor
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inline
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UGasaAbilitySystemComp* GetAbilitySystem(AActor* Actor, bool LookForComponent = false)
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{
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if (Actor == nullptr)
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return nullptr;
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const IAbilitySystemInterface* ASI = Cast<IAbilitySystemInterface>(Actor);
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if (ASI)
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return Cast<UGasaAbilitySystemComp>(ASI->GetAbilitySystemComponent());
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if (LookForComponent)
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{
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// Fall back to a component search to better support BP-only actors
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return Cast<UGasaAbilitySystemComp>(Actor->FindComponentByClass<UAbilitySystemComponent>());
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}
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return nullptr;
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}
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}
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@ -10,29 +10,39 @@ UGasaAttributeSet::UGasaAttributeSet()
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{
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InitHealth( 50.f );
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InitMaxHealth( 100.f );
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InitMana( 25.f );
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InitMana( 50.f );
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InitMaxMana( 50.f );
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}
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#pragma region Rep Notifies
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void UGasaAttributeSet::Client_OnRep_Health( FGameplayAttributeData& PrevHealth )
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{
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GAMEPLAYATTRIBUTE_REPNOTIFY( UGasaAttributeSet, Health, PrevHealth )
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// From GAMEPLAYATTRIBUTE_REPNOTIFY
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static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Health ) );
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GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication( FGameplayAttribute( UGasaAttributeSetProperty ), Health, PrevHealth );
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}
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void UGasaAttributeSet::Client_OnRep_MaxHealth( FGameplayAttributeData& PrevMaxHealth )
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{
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GAMEPLAYATTRIBUTE_REPNOTIFY( UGasaAttributeSet, MaxHealth, PrevMaxHealth )
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// From GAMEPLAYATTRIBUTE_REPNOTIFY
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static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, MaxHealth ) );
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GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication( FGameplayAttribute( UGasaAttributeSetProperty ), MaxHealth, PrevMaxHealth );
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}
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void UGasaAttributeSet::Client_OnRep_Mana( FGameplayAttributeData& PrevMana )
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{
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GAMEPLAYATTRIBUTE_REPNOTIFY( UGasaAttributeSet, Mana, PrevMana )
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// From GAMEPLAYATTRIBUTE_REPNOTIFY
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static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Mana ) );
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GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication( FGameplayAttribute( UGasaAttributeSetProperty ), Mana, PrevMana );
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}
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void UGasaAttributeSet::Client_OnRep_MaxMana( FGameplayAttributeData& PrevMaxMana )
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{
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GAMEPLAYATTRIBUTE_REPNOTIFY( UGasaAttributeSet, MaxMana, PrevMaxMana )
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// From GAMEPLAYATTRIBUTE_REPNOTIFY
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static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, MaxMana ) );
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GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication( FGameplayAttribute( UGasaAttributeSetProperty ), MaxMana, PrevMaxMana );
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}
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#pragma endregion Rep Notifies
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void UGasaAttributeSet::GetLifetimeReplicatedProps( TArray<FLifetimeProperty>& OutLifetimeProps ) const
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{
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Super::GetLifetimeReplicatedProps( OutLifetimeProps );
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@ -1,61 +1,23 @@
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#include "GasaEffectActor.h"
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#include "AbilitySystemInterface.h"
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#include "GasaAttributeSet.h"
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#include "GasaAttributeSet_Inlines.h"
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#include "Components/SphereComponent.h"
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#include "GasaAbilitySystemComponent_Inlines.h"
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using namespace Gasa;
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AGasaEffectActor::AGasaEffectActor()
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{
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PrimaryActorTick.bCanEverTick = false;
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Mesh = CreateDefaultSubobject<UStaticMeshComponent>("Mesh");
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Sphere = CreateDefaultSubobject<USphereComponent>("Sphere");
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SetRootComponent(Mesh);
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Sphere->SetupAttachment(Mesh);
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RootComponent = CreateDefaultSubobject<USceneComponent>("Root");
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}
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void AGasaEffectActor::OnOverlapBegin(UPrimitiveComponent* OverlappedComponent
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, AActor* OtherActor
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, UPrimitiveComponent* OtherComp
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, int32 OtherBodyIndex
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, bool bFromSweep
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, FHitResult const& SweepResult)
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void AGasaEffectActor::ApplyEffectToTarget(AActor* Target, TSubclassOf<UGameplayEffect> EffectClass)
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{
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// Demo of "restricted way"
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if ( ! OtherActor->Implements<UAbilitySystemInterface>())
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return;
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UGasaAbilitySystemComp* AS = GetAbilitySystem(Target, true);
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IAbilitySystemInterface* ASI = Cast<IAbilitySystemInterface>(OtherActor);
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if (ASI == nullptr)
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return;
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FGameplayEffectContextHandle
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Context = AS->MakeEffectContext();
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Context.AddSourceObject(Target);
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// TODO(Ed): Change this to use a gameplay effect instead
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UAbilitySystemComponent* AbilitySystem = ASI->GetAbilitySystemComponent();
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UGasaAttributeSet* MutAttributes = const_cast<UGasaAttributeSet*>(Gasa::GetAttributeSet(AbilitySystem));
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MutAttributes->SetHealth( MutAttributes->GetHealth() + 25.f );
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Destroy();
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}
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void AGasaEffectActor::OnOverlapEnd(UPrimitiveComponent* OverlappedComponent
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, AActor* OtherActor
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, UPrimitiveComponent* OtherComp
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, int32 OtherBodyIndex)
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{
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}
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void AGasaEffectActor::BeginPlay()
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{
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Super::BeginPlay();
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}
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void AGasaEffectActor::PostInitializeComponents()
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{
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Super::PostInitializeComponents();
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Sphere->OnComponentBeginOverlap.AddUniqueDynamic(this, &ThisClass::OnOverlapBegin);
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Sphere->OnComponentEndOverlap.AddUniqueDynamic(this, &ThisClass::OnOverlapEnd);
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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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@ -1,39 +1,19 @@
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#pragma once
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#include "GasaCommon.h"
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#include "GasaEffectActor.generated.h"
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UCLASS()
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class GASA_API AGasaEffectActor : public AActor
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{
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GENERATED_BODY()
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public:
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UPROPERTY(VisibleAnywhere)
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TObjectPtr<UStaticMeshComponent> Mesh;
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UPROPERTY(VisibleAnywhere)
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TObjectPtr<USphereComponent> Sphere;
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UPROPERTY(EditAnywhere, Category = "Applied Effects")
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TSoftClassPtr<UGameplayEffect> InstantEffectClass;
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AGasaEffectActor();
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UFUNCTION()
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void OnOverlapBegin(UPrimitiveComponent* OverlappedComponent
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, AActor* OtherActor
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, UPrimitiveComponent* OtherComp
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, int32 OtherBodyIndex
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, bool bFromSweep
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, FHitResult const& SweepResult);
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UFUNCTION()
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void OnOverlapEnd(UPrimitiveComponent* OverlappedComponent
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, AActor* OtherActor
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, UPrimitiveComponent* OtherComp
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, int32 OtherBodyIndex);
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#pragma region Actor
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void BeginPlay() override;
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void PostInitializeComponents() override;
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#pragma endregion Actor
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void ApplyEffectToTarget(AActor* Target, TSubclassOf<UGameplayEffect> EffectClass );
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};
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62
Project/Source/Gasa/AbilitySystem/GasaEffectActorDemo.cpp
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62
Project/Source/Gasa/AbilitySystem/GasaEffectActorDemo.cpp
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@ -0,0 +1,62 @@
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#include "GasaEffectActorDemo.h"
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#include "AbilitySystemInterface.h"
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#include "GasaAttributeSet.h"
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#include "GasaAttributeSet_Inlines.h"
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#include "Components/SphereComponent.h"
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AGasaEffectActorDemo::AGasaEffectActorDemo()
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{
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PrimaryActorTick.bCanEverTick = false;
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Mesh = CreateDefaultSubobject<UStaticMeshComponent>("Mesh");
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Sphere = CreateDefaultSubobject<USphereComponent>("Sphere");
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SetRootComponent(Mesh);
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Sphere->SetupAttachment(Mesh);
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}
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void AGasaEffectActorDemo::OnOverlapBegin(UPrimitiveComponent* OverlappedComponent
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, AActor* OtherActor
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, UPrimitiveComponent* OtherComp
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, int32 OtherBodyIndex
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, bool bFromSweep
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, FHitResult const& SweepResult)
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{
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// Demo of "restricted way"
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if ( ! OtherActor->Implements<UAbilitySystemInterface>())
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return;
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IAbilitySystemInterface* ASI = Cast<IAbilitySystemInterface>(OtherActor);
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if (ASI == nullptr)
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return;
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// TODO(Ed): Change this to use a gameplay effect instead
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UAbilitySystemComponent* AbilitySystem = ASI->GetAbilitySystemComponent();
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UGasaAttributeSet* MutAttributes = const_cast<UGasaAttributeSet*>(Gasa::GetAttributeSet(AbilitySystem));
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MutAttributes->SetHealth( MutAttributes->GetHealth() + 25.f );
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MutAttributes->SetMana( MutAttributes->GetMana() - 25.f );
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Destroy();
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}
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void AGasaEffectActorDemo::OnOverlapEnd(UPrimitiveComponent* OverlappedComponent
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, AActor* OtherActor
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, UPrimitiveComponent* OtherComp
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, int32 OtherBodyIndex)
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{
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}
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void AGasaEffectActorDemo::BeginPlay()
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{
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Super::BeginPlay();
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}
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void AGasaEffectActorDemo::PostInitializeComponents()
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{
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Super::PostInitializeComponents();
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Sphere->OnComponentBeginOverlap.AddUniqueDynamic(this, &ThisClass::OnOverlapBegin);
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Sphere->OnComponentEndOverlap.AddUniqueDynamic(this, &ThisClass::OnOverlapEnd);
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}
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40
Project/Source/Gasa/AbilitySystem/GasaEffectActorDemo.h
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40
Project/Source/Gasa/AbilitySystem/GasaEffectActorDemo.h
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@ -0,0 +1,40 @@
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#pragma once
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#include "GasaCommon.h"
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#include "GasaEffectActorDemo.generated.h"
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// Old demonstration code used before part 37.
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UCLASS()
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class GASA_API AGasaEffectActorDemo : public AActor
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{
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GENERATED_BODY()
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public:
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UPROPERTY(VisibleAnywhere)
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TObjectPtr<UStaticMeshComponent> Mesh;
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UPROPERTY(VisibleAnywhere)
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TObjectPtr<USphereComponent> Sphere;
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AGasaEffectActorDemo();
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UFUNCTION()
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void OnOverlapBegin(UPrimitiveComponent* OverlappedComponent
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, AActor* OtherActor
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, UPrimitiveComponent* OtherComp
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, int32 OtherBodyIndex
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, bool bFromSweep
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, FHitResult const& SweepResult);
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UFUNCTION()
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void OnOverlapEnd(UPrimitiveComponent* OverlappedComponent
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, AActor* OtherActor
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, UPrimitiveComponent* OtherComp
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, int32 OtherBodyIndex);
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#pragma region Actor
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void BeginPlay() override;
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void PostInitializeComponents() override;
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#pragma endregion Actor
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};
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@ -22,6 +22,7 @@ class UAbilitySystemComponent;
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class UAbilitySystemInterface;
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class UAttributeSet;
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class UCameraComponent;
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class UGameplayEffect;
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class UInputAction;
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class UInputMappingContext;
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class USphereComponent;
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@ -29,6 +29,8 @@ void UHostWidgetController::MaxManaChanged( FOnAttributeChangeData const& Attrib
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void UHostWidgetController::BroadcastInitialValues()
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{
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// This function is managed by: GenGasa/GenGasa_HostWidgetController.cpp
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UGasaAttributeSet* GasaAttribs = Cast<UGasaAttributeSet>( Data.Attributes );
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if ( GasaAttribs )
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{
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@ -37,10 +39,13 @@ void UHostWidgetController::BroadcastInitialValues()
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Event_OnManaChanged.Broadcast( GasaAttribs->GetMana() );
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Event_OnMaxManaChanged.Broadcast( GasaAttribs->GetMaxMana() );
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}
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BindCallbacksToDependencies();
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}
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void UHostWidgetController::BindCallbacksToDependencies()
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{
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// This function is managed by: GenGasa/GenGasa_HostWidgetController.cpp
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UGasaAbilitySystemComp* AbilitySystem = Cast<UGasaAbilitySystemComp>( Data.AbilitySystem );
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UGasaAttributeSet* GasaAttribs = Cast<UGasaAttributeSet>( Data.Attributes );
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@ -307,19 +307,37 @@ void def_attribute_field_initers ( CodeBody body, Array<StringCached> properties
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void impl_attribute_fields( CodeBody body, StrC class_name, Array<StringCached> properties )
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{
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body.append(def_pragma( txt("region Rep Notifies")));
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for ( String property : properties )
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{
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body.append(fmt_newline);
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CodeFn field_impl = parse_function( token_fmt( "class_name", class_name, "property", (StrC)property,
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CodeFn field_impl = parse_function( token_fmt(
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"class_name", class_name, "property", (StrC)property, "from_notice", txt("\n// From GAMEPLAYATTRIBUTE_REPNOTIFY\n"),
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stringize(
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void <class_name>::Client_OnRep_<property>(FGameplayAttributeData& Prev<property>)
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{
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GAMEPLAYATTRIBUTE_REPNOTIFY(<class_name>, <property>, Prev<property>)
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<from_notice>
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static FProperty* <class_name>Property = FindFieldChecked<FProperty>( StaticClass(), GET_MEMBER_NAME_CHECKED(<class_name>, <property>));
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GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication(FGameplayAttribute(<class_name>Property), <property>, Prev<property>);
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}
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)));
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body.append( field_impl );
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}
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body.append( def_pragma( txt("endregion Rep Notifies")));
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}
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inline
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Code gen_GAMEPLAYATTRIBUTE_REPNOTIFY(StrC class_name, StrC property_name, StrC old_value)
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{
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Code rep_notify = code_fmt(
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"class_name", class_name
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, "property_name", property_name
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, "old_value", old_value,
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stringize(
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static FProperty* <class_name>Property = FindFieldChecked<FProperty>(<class_name>::StaticClass(), GET_MEMBER_NAME_CHECKED(<class_name>, <property_name>));
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GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication(FGameplayAttribute(<class_name>Property), <property_name>, <old_value>);
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));
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}
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#pragma pop_macro("FORCEINLINE")
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@ -8635,18 +8635,18 @@ namespace parser
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result->Type = Function_Body;
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// TODO : Support actual parsing of function body
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Token start = currtok;
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Token start = currtok_noskip;
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s32 level = 0;
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while ( left && ( currtok.Type != TokType::BraceCurly_Close || level > 0 ) )
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while ( left && ( currtok_noskip.Type != TokType::BraceCurly_Close || level > 0 ) )
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{
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if ( currtok.Type == TokType::BraceCurly_Open )
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if ( currtok_noskip.Type == TokType::BraceCurly_Open )
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level++;
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else if ( currtok.Type == TokType::BraceCurly_Close && level > 0 )
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else if ( currtok_noskip.Type == TokType::BraceCurly_Close && level > 0 )
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level--;
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eat( currtok.Type );
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eat( currtok_noskip.Type );
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}
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Token previous = prevtok;
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