53. Gameplay Effect Delegates

This commit is contained in:
Edward R. Gonzalez 2024-04-25 00:30:54 -04:00
parent ae1e28a072
commit 33b3723b82
16 changed files with 129 additions and 117 deletions

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@ -0,0 +1,16 @@
[/Script/GameplayTags.GameplayTagsSettings]
ImportTagsFromConfig=True
WarnOnInvalidTags=True
ClearInvalidTags=False
AllowEditorTagUnloading=True
AllowGameTagUnloading=False
FastReplication=False
InvalidTagCharacters="\"\',"
+GameplayTagTableList=/Game/Core/DT_PrimaryAttributes.DT_PrimaryAttributes
NumBitsForContainerSize=6
NetIndexFirstBitSegment=16
+GameplayTagList=(Tag="Attributes.Vital.Health",DevComment="")
+GameplayTagList=(Tag="Attributes.Vital.Mana",DevComment="")
+GameplayTagList=(Tag="Attributes.Vital.MaxHealth",DevComment="")
+GameplayTagList=(Tag="Attributes.Vital.MaxMana",DevComment="")

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Project/Content/Core/CT_Potion.uasset (Stored with Git LFS) Normal file

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Project/Content/Core/DT_PrimaryAttributes.uasset (Stored with Git LFS) Normal file

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@ -0,0 +1,7 @@
{
"ColumnWidths":
{
"DevComment": 405,
"Tag": 381
}
}

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@ -9,79 +9,74 @@
UGasaAttributeSet::UGasaAttributeSet() UGasaAttributeSet::UGasaAttributeSet()
{ {
InitHealth(100.f); InitHealth( 100.f );
InitMaxHealth(100.f); InitMaxHealth( 100.f );
InitMana(50.f); InitMana( 50.f );
InitMaxMana(50.f); InitMaxMana( 50.f );
} }
#pragma region Rep Notifies #pragma region Rep Notifies
void UGasaAttributeSet::Client_OnRep_Health(FGameplayAttributeData& PrevHealth) void UGasaAttributeSet::Client_OnRep_Health( FGameplayAttributeData& PrevHealth )
{ {
// From GAMEPLAYATTRIBUTE_REPNOTIFY // From GAMEPLAYATTRIBUTE_REPNOTIFY
static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>(StaticClass(), GET_MEMBER_NAME_CHECKED(UGasaAttributeSet, Health)); static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Health ) );
GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication(FGameplayAttribute(UGasaAttributeSetProperty), Health, PrevHealth); GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication( FGameplayAttribute( UGasaAttributeSetProperty ), Health, PrevHealth );
} }
void UGasaAttributeSet::Client_OnRep_MaxHealth( FGameplayAttributeData& PrevMaxHealth )
void UGasaAttributeSet::Client_OnRep_MaxHealth(FGameplayAttributeData& PrevMaxHealth)
{ {
// From GAMEPLAYATTRIBUTE_REPNOTIFY // From GAMEPLAYATTRIBUTE_REPNOTIFY
static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>(StaticClass(), GET_MEMBER_NAME_CHECKED(UGasaAttributeSet, MaxHealth)); static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, MaxHealth ) );
GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication(FGameplayAttribute(UGasaAttributeSetProperty), MaxHealth, GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication( FGameplayAttribute( UGasaAttributeSetProperty ), MaxHealth, PrevMaxHealth );
PrevMaxHealth);
} }
void UGasaAttributeSet::Client_OnRep_Mana( FGameplayAttributeData& PrevMana )
void UGasaAttributeSet::Client_OnRep_Mana(FGameplayAttributeData& PrevMana)
{ {
// From GAMEPLAYATTRIBUTE_REPNOTIFY // From GAMEPLAYATTRIBUTE_REPNOTIFY
static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>(StaticClass(), GET_MEMBER_NAME_CHECKED(UGasaAttributeSet, Mana)); static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Mana ) );
GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication(FGameplayAttribute(UGasaAttributeSetProperty), Mana, PrevMana); GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication( FGameplayAttribute( UGasaAttributeSetProperty ), Mana, PrevMana );
} }
void UGasaAttributeSet::Client_OnRep_MaxMana( FGameplayAttributeData& PrevMaxMana )
void UGasaAttributeSet::Client_OnRep_MaxMana(FGameplayAttributeData& PrevMaxMana)
{ {
// From GAMEPLAYATTRIBUTE_REPNOTIFY // From GAMEPLAYATTRIBUTE_REPNOTIFY
static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>(StaticClass(), GET_MEMBER_NAME_CHECKED(UGasaAttributeSet, MaxMana)); static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, MaxMana ) );
GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication(FGameplayAttribute(UGasaAttributeSetProperty), MaxMana, GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication( FGameplayAttribute( UGasaAttributeSetProperty ), MaxMana, PrevMaxMana );
PrevMaxMana);
} }
#pragma endregion Rep Notifies #pragma endregion Rep Notifies
void UGasaAttributeSet::PostGameplayEffectExecute(FGameplayEffectModCallbackData const& Data) void UGasaAttributeSet::PostGameplayEffectExecute( FGameplayEffectModCallbackData const& Data )
{ {
Super::PostGameplayEffectExecute(Data); Super::PostGameplayEffectExecute( Data );
FEffectProperties Props; FEffectProperties Props;
Props.Populate(Data); Props.Populate( Data );
} }
void UGasaAttributeSet::PreAttributeChange(FGameplayAttribute const& Attribute, float& NewValue) void UGasaAttributeSet::PreAttributeChange( FGameplayAttribute const& Attribute, float& NewValue )
{ {
Super::PreAttributeChange(Attribute, NewValue); Super::PreAttributeChange( Attribute, NewValue );
if (Attribute == GetHealthAttribute()) if ( Attribute == GetHealthAttribute() )
{ {
NewValue = FMath::Clamp(NewValue, 0, GetMaxHealth()); NewValue = FMath::Clamp( NewValue, 0, GetMaxHealth() );
} }
if (Attribute == GetMaxHealthAttribute()) if ( Attribute == GetMaxHealthAttribute() )
{ {
NewValue = FMath::Clamp(NewValue, 0, 99999.000000); NewValue = FMath::Clamp( NewValue, 0, 99999.000000 );
} }
if (Attribute == GetManaAttribute()) if ( Attribute == GetManaAttribute() )
{ {
NewValue = FMath::Clamp(NewValue, 0, GetMaxMana()); NewValue = FMath::Clamp( NewValue, 0, GetMaxMana() );
} }
if (Attribute == GetMaxManaAttribute()) if ( Attribute == GetMaxManaAttribute() )
{ {
NewValue = FMath::Clamp(NewValue, 0, 99999.000000); NewValue = FMath::Clamp( NewValue, 0, 99999.000000 );
} }
} }
void UGasaAttributeSet::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const void UGasaAttributeSet::GetLifetimeReplicatedProps( TArray<FLifetimeProperty>& OutLifetimeProps ) const
{ {
Super::GetLifetimeReplicatedProps(OutLifetimeProps); Super::GetLifetimeReplicatedProps( OutLifetimeProps );
DOREPLIFETIME_DEFAULT_GAS(UGasaAttributeSet, Health); DOREPLIFETIME_DEFAULT_GAS( UGasaAttributeSet, Health );
DOREPLIFETIME_DEFAULT_GAS(UGasaAttributeSet, MaxHealth); DOREPLIFETIME_DEFAULT_GAS( UGasaAttributeSet, MaxHealth );
DOREPLIFETIME_DEFAULT_GAS(UGasaAttributeSet, Mana); DOREPLIFETIME_DEFAULT_GAS( UGasaAttributeSet, Mana );
DOREPLIFETIME_DEFAULT_GAS(UGasaAttributeSet, MaxMana); DOREPLIFETIME_DEFAULT_GAS( UGasaAttributeSet, MaxMana );
} }

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@ -8,50 +8,46 @@ UCLASS()
class GASA_API UGasaAttributeSet : public UAttributeSet class GASA_API UGasaAttributeSet : public UAttributeSet
{ {
GENERATED_BODY() GENERATED_BODY()
public: public:
UGasaAttributeSet(); UGasaAttributeSet();
UPROPERTY(ReplicatedUsing = Client_OnRep_Health, EditAnywhere, BlueprintReadWrite, Category = "Attributes") UPROPERTY( ReplicatedUsing = Client_OnRep_Health, EditAnywhere, BlueprintReadWrite, Category = "Attributes" )
FGameplayAttributeData Health; FGameplayAttributeData Health;
UPROPERTY(ReplicatedUsing = Client_OnRep_MaxHealth, EditAnywhere, BlueprintReadWrite, Category = "Attributes") UPROPERTY( ReplicatedUsing = Client_OnRep_MaxHealth, EditAnywhere, BlueprintReadWrite, Category = "Attributes" )
FGameplayAttributeData MaxHealth; FGameplayAttributeData MaxHealth;
UPROPERTY(ReplicatedUsing = Client_OnRep_Mana, EditAnywhere, BlueprintReadWrite, Category = "Attributes") UPROPERTY( ReplicatedUsing = Client_OnRep_Mana, EditAnywhere, BlueprintReadWrite, Category = "Attributes" )
FGameplayAttributeData Mana; FGameplayAttributeData Mana;
UPROPERTY(ReplicatedUsing = Client_OnRep_MaxMana, EditAnywhere, BlueprintReadWrite, Category = "Attributes") UPROPERTY( ReplicatedUsing = Client_OnRep_MaxMana, EditAnywhere, BlueprintReadWrite, Category = "Attributes" )
FGameplayAttributeData MaxMana; FGameplayAttributeData MaxMana;
UFUNCTION() UFUNCTION()
void Client_OnRep_Health(FGameplayAttributeData& PrevHealth); void Client_OnRep_Health( FGameplayAttributeData& PrevHealth );
UFUNCTION() UFUNCTION()
void Client_OnRep_MaxHealth(FGameplayAttributeData& PrevMaxHealth); void Client_OnRep_MaxHealth( FGameplayAttributeData& PrevMaxHealth );
UFUNCTION() UFUNCTION()
void Client_OnRep_Mana(FGameplayAttributeData& PrevMana); void Client_OnRep_Mana( FGameplayAttributeData& PrevMana );
UFUNCTION() UFUNCTION()
void Client_OnRep_MaxMana(FGameplayAttributeData& PrevMaxMana); void Client_OnRep_MaxMana( FGameplayAttributeData& PrevMaxMana );
#pragma region Getters #pragma region Getters
static FGameplayAttribute GetHealthAttribute() static FGameplayAttribute GetHealthAttribute()
{ {
static FProperty* Prop = FindFieldChecked<FProperty>(UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(UGasaAttributeSet, Health)); static FProperty* Prop = FindFieldChecked<FProperty>( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Health ) );
return Prop; return Prop;
} }
static FGameplayAttribute GetMaxHealthAttribute() static FGameplayAttribute GetMaxHealthAttribute()
{ {
static FProperty* Prop = FindFieldChecked<FProperty>(UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(UGasaAttributeSet, MaxHealth)); static FProperty* Prop = FindFieldChecked<FProperty>( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, MaxHealth ) );
return Prop; return Prop;
} }
static FGameplayAttribute GetManaAttribute() static FGameplayAttribute GetManaAttribute()
{ {
static FProperty* Prop = FindFieldChecked<FProperty>(UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(UGasaAttributeSet, Mana)); static FProperty* Prop = FindFieldChecked<FProperty>( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Mana ) );
return Prop; return Prop;
} }
static FGameplayAttribute GetMaxManaAttribute() static FGameplayAttribute GetMaxManaAttribute()
{ {
static FProperty* Prop = FindFieldChecked<FProperty>(UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(UGasaAttributeSet, MaxMana)); static FProperty* Prop = FindFieldChecked<FProperty>( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, MaxMana ) );
return Prop; return Prop;
} }
@ -59,45 +55,45 @@ public:
FORCEINLINE float GetMaxHealth() const { return MaxHealth.GetCurrentValue(); } FORCEINLINE float GetMaxHealth() const { return MaxHealth.GetCurrentValue(); }
FORCEINLINE float GetMana() const { return Mana.GetCurrentValue(); } FORCEINLINE float GetMana() const { return Mana.GetCurrentValue(); }
FORCEINLINE float GetMaxMana() const { return MaxMana.GetCurrentValue(); } FORCEINLINE float GetMaxMana() const { return MaxMana.GetCurrentValue(); }
#pragma endregion Getters #pragma endregion Getters
#pragma region Setters #pragma region Setters
FORCEINLINE void SetHealth(float NewVal); FORCEINLINE void
FORCEINLINE void SetMaxHealth(float NewVal); SetHealth( float NewVal );
FORCEINLINE void SetMana(float NewVal); FORCEINLINE void SetMaxHealth( float NewVal );
FORCEINLINE void SetMaxMana(float NewVal); FORCEINLINE void SetMana( float NewVal );
FORCEINLINE void SetMaxMana( float NewVal );
FORCEINLINE void InitHealth(float NewVal) FORCEINLINE void InitHealth( float NewVal )
{ {
Health.SetBaseValue(NewVal); Health.SetBaseValue( NewVal );
Health.SetCurrentValue(NewVal); Health.SetCurrentValue( NewVal );
} }
FORCEINLINE void InitMaxHealth( float NewVal )
FORCEINLINE void InitMaxHealth(float NewVal)
{ {
MaxHealth.SetBaseValue(NewVal); MaxHealth.SetBaseValue( NewVal );
MaxHealth.SetCurrentValue(NewVal); MaxHealth.SetCurrentValue( NewVal );
} }
FORCEINLINE void InitMana( float NewVal )
FORCEINLINE void InitMana(float NewVal)
{ {
Mana.SetBaseValue(NewVal); Mana.SetBaseValue( NewVal );
Mana.SetCurrentValue(NewVal); Mana.SetCurrentValue( NewVal );
} }
FORCEINLINE void InitMaxMana( float NewVal )
FORCEINLINE void InitMaxMana(float NewVal)
{ {
MaxMana.SetBaseValue(NewVal); MaxMana.SetBaseValue( NewVal );
MaxMana.SetCurrentValue(NewVal); MaxMana.SetCurrentValue( NewVal );
} }
#pragma endregion Setters #pragma endregion Setters
#pragma region AttributeSet #pragma region AttributeSet
void PreAttributeChange(const FGameplayAttribute& Attribute, float& NewValue) override; void
void PostGameplayEffectExecute(FGameplayEffectModCallbackData const& Data) override; PreAttributeChange( const FGameplayAttribute& Attribute, float& NewValue ) override;
#pragma endregion AttributeSet void PostGameplayEffectExecute( FGameplayEffectModCallbackData const& Data ) override;
#pragma endregion AttributeSet
#pragma region UObject #pragma region UObject
void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override; void
GetLifetimeReplicatedProps( TArray<FLifetimeProperty>& OutLifetimeProps ) const override;
#pragma endregion UObject #pragma endregion UObject
}; };

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@ -10,6 +10,8 @@ AGasaEffectActor::AGasaEffectActor()
RootComponent = CreateDefaultSubobject<USceneComponent>("Root"); RootComponent = CreateDefaultSubobject<USceneComponent>("Root");
Level = 1.f;
InstantEffectUsage = EInstantEffectUsagePolicy::DoNotApply; InstantEffectUsage = EInstantEffectUsagePolicy::DoNotApply;
DurationEffectUsage = DefaultEffectUsagePolicy; DurationEffectUsage = DefaultEffectUsagePolicy;
InfiniteEffectUsage = DefaultEffectUsagePolicy; InfiniteEffectUsage = DefaultEffectUsagePolicy;
@ -24,7 +26,7 @@ void AGasaEffectActor::ApplyEffectToActor(AActor* Actor, TSubclassOf<UGameplayEf
Context = AS->MakeEffectContext(); Context = AS->MakeEffectContext();
Context.AddSourceObject(Actor); Context.AddSourceObject(Actor);
FGameplayEffectSpecHandle Spec = AS->MakeOutgoingSpec( EffectClass, 1.0f, Context ); FGameplayEffectSpecHandle Spec = AS->MakeOutgoingSpec( EffectClass, Level, Context );
FActiveGameplayEffectHandle ActiveEffect = AS->ApplyGameplayEffectSpecToSelf( * Spec.Data ); FActiveGameplayEffectHandle ActiveEffect = AS->ApplyGameplayEffectSpecToSelf( * Spec.Data );
if (bRemoveOnEndOverlap) if (bRemoveOnEndOverlap)
ActiveEffectsToRemove.Add(ActiveEffect, AS); ActiveEffectsToRemove.Add(ActiveEffect, AS);
@ -39,16 +41,16 @@ void AGasaEffectActor::OnOverlap(AActor* Actor)
if (InstantEffectClass && InstantEffectUsage == EInstantEffectUsagePolicy::ApplyOnOverlap) if (InstantEffectClass && InstantEffectUsage == EInstantEffectUsagePolicy::ApplyOnOverlap)
{ {
FGameplayEffectSpecHandle Spec= AS->MakeOutgoingSpec( InstantEffectClass, 1.0f, Context ); FGameplayEffectSpecHandle Spec= AS->MakeOutgoingSpec( InstantEffectClass, Level, Context );
AS->ApplyGameplayEffectSpecToSelf( * Spec.Data ); AS->ApplyGameplayEffectSpecToSelf( * Spec.Data );
} }
if (DurationEffectClass) if (DurationEffectClass)
{ {
if (Bitfield_IsSet(DurationEffectUsage, EEffectUsagePolicy::ApplyOnOverlap)) if (Bitfield_IsSet(DurationEffectUsage, EEffectUsagePolicy::ApplyOnOverlap))
{ {
FGameplayEffectSpecHandle Spec = AS->MakeOutgoingSpec( DurationEffectClass, 1.0f, Context ); FGameplayEffectSpecHandle Spec = AS->MakeOutgoingSpec( DurationEffectClass, Level, Context );
FActiveGameplayEffectHandle ActiveEffect = AS->ApplyGameplayEffectSpecToSelf( * Spec.Data ); FActiveGameplayEffectHandle ActiveEffect = AS->ApplyGameplayEffectSpecToSelf( * Spec.Data );
if (Bitfield_IsSet(DurationEffectUsage, (int32)EEffectUsagePolicy::RemoveOnEndOverlap)) if (Bitfield_IsSet(DurationEffectUsage, EEffectUsagePolicy::RemoveOnEndOverlap))
ActiveDuration = ActiveEffect; ActiveDuration = ActiveEffect;
} }
if (ActiveDuration.IsValid() && Bitfield_IsSet(DurationEffectUsage, EEffectUsagePolicy::RemoveOnOverlap)) if (ActiveDuration.IsValid() && Bitfield_IsSet(DurationEffectUsage, EEffectUsagePolicy::RemoveOnOverlap))
@ -59,9 +61,9 @@ void AGasaEffectActor::OnOverlap(AActor* Actor)
bool bApplyOnOverlap = Bitfield_IsSet(InfiniteEffectUsage, EEffectUsagePolicy::ApplyOnOverlap); bool bApplyOnOverlap = Bitfield_IsSet(InfiniteEffectUsage, EEffectUsagePolicy::ApplyOnOverlap);
if (bApplyOnOverlap) if (bApplyOnOverlap)
{ {
FGameplayEffectSpecHandle Spec = AS->MakeOutgoingSpec( InfiniteEffectClass, 1.0f, Context ); FGameplayEffectSpecHandle Spec = AS->MakeOutgoingSpec( InfiniteEffectClass, Level, Context );
FActiveGameplayEffectHandle ActiveEffect = AS->ApplyGameplayEffectSpecToSelf( * Spec.Data ); FActiveGameplayEffectHandle ActiveEffect = AS->ApplyGameplayEffectSpecToSelf( * Spec.Data );
if (Bitfield_IsSet(InfiniteEffectUsage, (int32)EEffectUsagePolicy::RemoveOnEndOverlap)) if (Bitfield_IsSet(InfiniteEffectUsage, EEffectUsagePolicy::RemoveOnEndOverlap))
ActiveInfinite = ActiveEffect; ActiveInfinite = ActiveEffect;
} }
if (ActiveInfinite.IsValid() && Bitfield_IsSet(InfiniteEffectUsage, EEffectUsagePolicy::RemoveOnOverlap)) if (ActiveInfinite.IsValid() && Bitfield_IsSet(InfiniteEffectUsage, EEffectUsagePolicy::RemoveOnOverlap))
@ -81,28 +83,28 @@ void AGasaEffectActor::OnEndOverlap(AActor* Actor)
if (InstantEffectClass && InstantEffectUsage == EInstantEffectUsagePolicy::ApplyOnEndOverlap) if (InstantEffectClass && InstantEffectUsage == EInstantEffectUsagePolicy::ApplyOnEndOverlap)
{ {
FGameplayEffectSpecHandle Spec= AS->MakeOutgoingSpec( InstantEffectClass, 1.0f, Context ); FGameplayEffectSpecHandle Spec= AS->MakeOutgoingSpec( InstantEffectClass, Level, Context );
AS->ApplyGameplayEffectSpecToSelf( * Spec.Data ); AS->ApplyGameplayEffectSpecToSelf( * Spec.Data );
} }
if (DurationEffectClass) if (DurationEffectClass)
{ {
if (Bitfield_IsSet(DurationEffectUsage, EEffectUsagePolicy::ApplyOnEndOverlap)) if (Bitfield_IsSet(DurationEffectUsage, EEffectUsagePolicy::ApplyOnEndOverlap))
{ {
FGameplayEffectSpecHandle Spec = AS->MakeOutgoingSpec( DurationEffectClass, 1.0f, Context ); FGameplayEffectSpecHandle Spec = AS->MakeOutgoingSpec( DurationEffectClass, Level, Context );
FActiveGameplayEffectHandle ActiveEffect = AS->ApplyGameplayEffectSpecToSelf( * Spec.Data ); FActiveGameplayEffectHandle ActiveEffect = AS->ApplyGameplayEffectSpecToSelf( * Spec.Data );
if (Bitfield_IsSet(DurationEffectUsage, (int32)EEffectUsagePolicy::RemoveOnOverlap)) if (Bitfield_IsSet(DurationEffectUsage, EEffectUsagePolicy::RemoveOnOverlap))
ActiveDuration = ActiveEffect; ActiveDuration = ActiveEffect;
} }
if (ActiveDuration.IsValid() && Bitfield_IsSet(DurationEffectUsage, (int32)EEffectUsagePolicy::RemoveOnEndOverlap)) if (ActiveDuration.IsValid() && Bitfield_IsSet(DurationEffectUsage, EEffectUsagePolicy::RemoveOnEndOverlap))
AS->RemoveActiveGameplayEffect(ActiveDuration); AS->RemoveActiveGameplayEffect(ActiveDuration);
} }
if (InfiniteEffectClass) if (InfiniteEffectClass)
{ {
if (Bitfield_IsSet(InfiniteEffectUsage, EEffectUsagePolicy::ApplyOnEndOverlap)) if (Bitfield_IsSet(InfiniteEffectUsage, EEffectUsagePolicy::ApplyOnEndOverlap))
{ {
FGameplayEffectSpecHandle Spec = AS->MakeOutgoingSpec( InfiniteEffectClass, 1.0f, Context ); FGameplayEffectSpecHandle Spec = AS->MakeOutgoingSpec( InfiniteEffectClass, Level, Context );
FActiveGameplayEffectHandle ActiveEffect = AS->ApplyGameplayEffectSpecToSelf( * Spec.Data ); FActiveGameplayEffectHandle ActiveEffect = AS->ApplyGameplayEffectSpecToSelf( * Spec.Data );
if (Bitfield_IsSet(InfiniteEffectUsage, (int32)EEffectUsagePolicy::RemoveOnOverlap)) if (Bitfield_IsSet(InfiniteEffectUsage, EEffectUsagePolicy::RemoveOnOverlap))
ActiveInfinite = ActiveEffect; ActiveInfinite = ActiveEffect;
} }
if (ActiveInfinite.IsValid() && Bitfield_IsSet(InfiniteEffectUsage, EEffectUsagePolicy::RemoveOnEndOverlap)) if (ActiveInfinite.IsValid() && Bitfield_IsSet(InfiniteEffectUsage, EEffectUsagePolicy::RemoveOnEndOverlap))

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@ -35,6 +35,11 @@ class GASA_API AGasaEffectActor : public AGasaActor
GENERATED_BODY() GENERATED_BODY()
public: public:
AGasaEffectActor();
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gameplay Effects")
float Level;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gameplay Effects") UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gameplay Effects")
TSubclassOf<UGameplayEffect> InstantEffectClass; TSubclassOf<UGameplayEffect> InstantEffectClass;
@ -61,9 +66,7 @@ public:
FActiveGameplayEffectHandle ActiveDuration; FActiveGameplayEffectHandle ActiveDuration;
FActiveGameplayEffectHandle ActiveInfinite; FActiveGameplayEffectHandle ActiveInfinite;
AGasaEffectActor();
UFUNCTION(BlueprintCallable, Category = "Gameplay Effects") UFUNCTION(BlueprintCallable, Category = "Gameplay Effects")
void ApplyEffectToActor(AActor* Actor, TSubclassOf<UGameplayEffect> EffectClass, bool bRemoveOnEndOverlap = false); void ApplyEffectToActor(AActor* Actor, TSubclassOf<UGameplayEffect> EffectClass, bool bRemoveOnEndOverlap = false);
@ -73,4 +76,3 @@ public:
UFUNCTION(BlueprintCallable) UFUNCTION(BlueprintCallable)
void OnEndOverlap(AActor* Actor); void OnEndOverlap(AActor* Actor);
}; };