53. Gameplay Effect Delegates
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parent
ae1e28a072
commit
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Project/Config/DefaultGameplayTags.ini
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16
Project/Config/DefaultGameplayTags.ini
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@ -0,0 +1,16 @@
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[/Script/GameplayTags.GameplayTagsSettings]
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ImportTagsFromConfig=True
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WarnOnInvalidTags=True
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ClearInvalidTags=False
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AllowEditorTagUnloading=True
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AllowGameTagUnloading=False
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FastReplication=False
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InvalidTagCharacters="\"\',"
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+GameplayTagTableList=/Game/Core/DT_PrimaryAttributes.DT_PrimaryAttributes
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NumBitsForContainerSize=6
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NetIndexFirstBitSegment=16
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+GameplayTagList=(Tag="Attributes.Vital.Health",DevComment="")
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+GameplayTagList=(Tag="Attributes.Vital.Mana",DevComment="")
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+GameplayTagList=(Tag="Attributes.Vital.MaxHealth",DevComment="")
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+GameplayTagList=(Tag="Attributes.Vital.MaxMana",DevComment="")
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BIN
Project/Content/Core/AbilitySystem/GE_CrystalHeal.uasset
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Project/Content/Core/AbilitySystem/GE_CrystalHeal.uasset
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Project/Content/Core/AbilitySystem/GE_PotionHealth.uasset
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Project/Content/Core/AbilitySystem/GE_PotionHealth.uasset
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Project/Content/Core/AbilitySystem/GE_PotionMana.uasset
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Project/Content/Core/AbilitySystem/GE_PotionMana.uasset
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Project/Content/Core/BP_AreaFire.uasset
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Project/Content/Core/BP_AreaFire.uasset
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Project/Content/Core/CT_Potion.uasset
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Project/Content/Core/CT_Potion.uasset
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Project/Content/Core/DT_PrimaryAttributes.uasset
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Project/Content/Core/DT_PrimaryAttributes.uasset
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Project/Content/Core/Pickups/BP_HealthCrystal.uasset
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Project/Content/Core/Pickups/BP_HealthCrystal.uasset
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Project/Content/Core/Pickups/BP_HealthPotion.uasset
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Project/Content/Core/Pickups/BP_HealthPotion.uasset
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Project/Content/Core/Pickups/BP_ManaCrystal.uasset
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Project/Content/Core/Pickups/BP_ManaCrystal.uasset
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Project/Content/Levels/StartupMap.umap
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Project/Content/Levels/StartupMap.umap
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{
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"ColumnWidths":
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{
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"DevComment": 405,
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"Tag": 381
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}
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}
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@ -9,79 +9,74 @@
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UGasaAttributeSet::UGasaAttributeSet()
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UGasaAttributeSet::UGasaAttributeSet()
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{
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{
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InitHealth(100.f);
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InitHealth( 100.f );
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InitMaxHealth(100.f);
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InitMaxHealth( 100.f );
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InitMana(50.f);
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InitMana( 50.f );
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InitMaxMana(50.f);
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InitMaxMana( 50.f );
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}
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}
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#pragma region Rep Notifies
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#pragma region Rep Notifies
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void UGasaAttributeSet::Client_OnRep_Health(FGameplayAttributeData& PrevHealth)
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void UGasaAttributeSet::Client_OnRep_Health( FGameplayAttributeData& PrevHealth )
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{
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{
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// From GAMEPLAYATTRIBUTE_REPNOTIFY
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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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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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GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication( FGameplayAttribute( UGasaAttributeSetProperty ), Health, PrevHealth );
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}
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}
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void UGasaAttributeSet::Client_OnRep_MaxHealth( FGameplayAttributeData& PrevMaxHealth )
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void UGasaAttributeSet::Client_OnRep_MaxHealth(FGameplayAttributeData& PrevMaxHealth)
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{
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{
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// From GAMEPLAYATTRIBUTE_REPNOTIFY
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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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static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, MaxHealth ) );
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GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication(FGameplayAttribute(UGasaAttributeSetProperty), MaxHealth,
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GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication( FGameplayAttribute( UGasaAttributeSetProperty ), MaxHealth, PrevMaxHealth );
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PrevMaxHealth);
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}
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}
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void UGasaAttributeSet::Client_OnRep_Mana( FGameplayAttributeData& PrevMana )
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void UGasaAttributeSet::Client_OnRep_Mana(FGameplayAttributeData& PrevMana)
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{
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{
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// From GAMEPLAYATTRIBUTE_REPNOTIFY
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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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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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GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication( FGameplayAttribute( UGasaAttributeSetProperty ), Mana, PrevMana );
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}
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}
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void UGasaAttributeSet::Client_OnRep_MaxMana( FGameplayAttributeData& PrevMaxMana )
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void UGasaAttributeSet::Client_OnRep_MaxMana(FGameplayAttributeData& PrevMaxMana)
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{
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{
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// From GAMEPLAYATTRIBUTE_REPNOTIFY
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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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static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, MaxMana ) );
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GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication(FGameplayAttribute(UGasaAttributeSetProperty), MaxMana,
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GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication( FGameplayAttribute( UGasaAttributeSetProperty ), MaxMana, PrevMaxMana );
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PrevMaxMana);
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}
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}
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#pragma endregion Rep Notifies
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#pragma endregion Rep Notifies
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void UGasaAttributeSet::PostGameplayEffectExecute(FGameplayEffectModCallbackData const& Data)
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void UGasaAttributeSet::PostGameplayEffectExecute( FGameplayEffectModCallbackData const& Data )
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{
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{
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Super::PostGameplayEffectExecute(Data);
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Super::PostGameplayEffectExecute( Data );
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FEffectProperties Props;
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FEffectProperties Props;
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Props.Populate(Data);
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Props.Populate( Data );
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}
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}
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void UGasaAttributeSet::PreAttributeChange(FGameplayAttribute const& Attribute, float& NewValue)
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void UGasaAttributeSet::PreAttributeChange( FGameplayAttribute const& Attribute, float& NewValue )
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{
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{
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Super::PreAttributeChange(Attribute, NewValue);
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Super::PreAttributeChange( Attribute, NewValue );
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if (Attribute == GetHealthAttribute())
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if ( Attribute == GetHealthAttribute() )
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{
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{
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NewValue = FMath::Clamp(NewValue, 0, GetMaxHealth());
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NewValue = FMath::Clamp( NewValue, 0, GetMaxHealth() );
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}
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}
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if (Attribute == GetMaxHealthAttribute())
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if ( Attribute == GetMaxHealthAttribute() )
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{
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{
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NewValue = FMath::Clamp(NewValue, 0, 99999.000000);
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NewValue = FMath::Clamp( NewValue, 0, 99999.000000 );
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}
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}
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if (Attribute == GetManaAttribute())
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if ( Attribute == GetManaAttribute() )
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{
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{
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NewValue = FMath::Clamp(NewValue, 0, GetMaxMana());
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NewValue = FMath::Clamp( NewValue, 0, GetMaxMana() );
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}
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}
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if (Attribute == GetMaxManaAttribute())
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if ( Attribute == GetMaxManaAttribute() )
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{
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{
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NewValue = FMath::Clamp(NewValue, 0, 99999.000000);
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NewValue = FMath::Clamp( NewValue, 0, 99999.000000 );
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}
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}
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}
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}
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void UGasaAttributeSet::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
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void UGasaAttributeSet::GetLifetimeReplicatedProps( TArray<FLifetimeProperty>& OutLifetimeProps ) const
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{
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{
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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Super::GetLifetimeReplicatedProps( OutLifetimeProps );
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DOREPLIFETIME_DEFAULT_GAS(UGasaAttributeSet, Health);
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DOREPLIFETIME_DEFAULT_GAS( UGasaAttributeSet, Health );
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DOREPLIFETIME_DEFAULT_GAS(UGasaAttributeSet, MaxHealth);
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DOREPLIFETIME_DEFAULT_GAS( UGasaAttributeSet, MaxHealth );
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DOREPLIFETIME_DEFAULT_GAS(UGasaAttributeSet, Mana);
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DOREPLIFETIME_DEFAULT_GAS( UGasaAttributeSet, Mana );
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DOREPLIFETIME_DEFAULT_GAS(UGasaAttributeSet, MaxMana);
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DOREPLIFETIME_DEFAULT_GAS( UGasaAttributeSet, MaxMana );
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}
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}
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@ -8,50 +8,46 @@ UCLASS()
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class GASA_API UGasaAttributeSet : public UAttributeSet
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class GASA_API UGasaAttributeSet : public UAttributeSet
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{
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{
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GENERATED_BODY()
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GENERATED_BODY()
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public:
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public:
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UGasaAttributeSet();
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UGasaAttributeSet();
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UPROPERTY(ReplicatedUsing = Client_OnRep_Health, EditAnywhere, BlueprintReadWrite, Category = "Attributes")
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UPROPERTY( ReplicatedUsing = Client_OnRep_Health, EditAnywhere, BlueprintReadWrite, Category = "Attributes" )
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FGameplayAttributeData Health;
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FGameplayAttributeData Health;
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UPROPERTY(ReplicatedUsing = Client_OnRep_MaxHealth, EditAnywhere, BlueprintReadWrite, Category = "Attributes")
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UPROPERTY( ReplicatedUsing = Client_OnRep_MaxHealth, EditAnywhere, BlueprintReadWrite, Category = "Attributes" )
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FGameplayAttributeData MaxHealth;
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FGameplayAttributeData MaxHealth;
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UPROPERTY(ReplicatedUsing = Client_OnRep_Mana, EditAnywhere, BlueprintReadWrite, Category = "Attributes")
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UPROPERTY( ReplicatedUsing = Client_OnRep_Mana, EditAnywhere, BlueprintReadWrite, Category = "Attributes" )
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FGameplayAttributeData Mana;
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FGameplayAttributeData Mana;
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UPROPERTY(ReplicatedUsing = Client_OnRep_MaxMana, EditAnywhere, BlueprintReadWrite, Category = "Attributes")
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UPROPERTY( ReplicatedUsing = Client_OnRep_MaxMana, EditAnywhere, BlueprintReadWrite, Category = "Attributes" )
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FGameplayAttributeData MaxMana;
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FGameplayAttributeData MaxMana;
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UFUNCTION()
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UFUNCTION()
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void Client_OnRep_Health(FGameplayAttributeData& PrevHealth);
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void Client_OnRep_Health( FGameplayAttributeData& PrevHealth );
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UFUNCTION()
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UFUNCTION()
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void Client_OnRep_MaxHealth(FGameplayAttributeData& PrevMaxHealth);
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void Client_OnRep_MaxHealth( FGameplayAttributeData& PrevMaxHealth );
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UFUNCTION()
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UFUNCTION()
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void Client_OnRep_Mana(FGameplayAttributeData& PrevMana);
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void Client_OnRep_Mana( FGameplayAttributeData& PrevMana );
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UFUNCTION()
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UFUNCTION()
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void Client_OnRep_MaxMana(FGameplayAttributeData& PrevMaxMana);
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void Client_OnRep_MaxMana( FGameplayAttributeData& PrevMaxMana );
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#pragma region Getters
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#pragma region Getters
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static FGameplayAttribute GetHealthAttribute()
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static FGameplayAttribute GetHealthAttribute()
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{
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{
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static FProperty* Prop = FindFieldChecked<FProperty>(UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(UGasaAttributeSet, Health));
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static FProperty* Prop = FindFieldChecked<FProperty>( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Health ) );
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return Prop;
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return Prop;
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}
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}
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static FGameplayAttribute GetMaxHealthAttribute()
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static FGameplayAttribute GetMaxHealthAttribute()
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{
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{
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static FProperty* Prop = FindFieldChecked<FProperty>(UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(UGasaAttributeSet, MaxHealth));
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static FProperty* Prop = FindFieldChecked<FProperty>( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, MaxHealth ) );
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return Prop;
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return Prop;
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}
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}
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static FGameplayAttribute GetManaAttribute()
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static FGameplayAttribute GetManaAttribute()
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{
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{
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static FProperty* Prop = FindFieldChecked<FProperty>(UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(UGasaAttributeSet, Mana));
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static FProperty* Prop = FindFieldChecked<FProperty>( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Mana ) );
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return Prop;
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return Prop;
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}
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}
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static FGameplayAttribute GetMaxManaAttribute()
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static FGameplayAttribute GetMaxManaAttribute()
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{
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{
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static FProperty* Prop = FindFieldChecked<FProperty>(UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(UGasaAttributeSet, MaxMana));
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static FProperty* Prop = FindFieldChecked<FProperty>( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, MaxMana ) );
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return Prop;
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return Prop;
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}
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}
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FORCEINLINE float GetMaxHealth() const { return MaxHealth.GetCurrentValue(); }
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FORCEINLINE float GetMaxHealth() const { return MaxHealth.GetCurrentValue(); }
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FORCEINLINE float GetMana() const { return Mana.GetCurrentValue(); }
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FORCEINLINE float GetMana() const { return Mana.GetCurrentValue(); }
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FORCEINLINE float GetMaxMana() const { return MaxMana.GetCurrentValue(); }
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FORCEINLINE float GetMaxMana() const { return MaxMana.GetCurrentValue(); }
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#pragma endregion Getters
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#pragma endregion Getters
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#pragma region Setters
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#pragma region Setters
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FORCEINLINE void SetHealth(float NewVal);
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FORCEINLINE void
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FORCEINLINE void SetMaxHealth(float NewVal);
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SetHealth( float NewVal );
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FORCEINLINE void SetMana(float NewVal);
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FORCEINLINE void SetMaxHealth( float NewVal );
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FORCEINLINE void SetMaxMana(float NewVal);
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FORCEINLINE void SetMana( float NewVal );
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FORCEINLINE void SetMaxMana( float NewVal );
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FORCEINLINE void InitHealth(float NewVal)
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FORCEINLINE void InitHealth( float NewVal )
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{
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{
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Health.SetBaseValue(NewVal);
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Health.SetBaseValue( NewVal );
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Health.SetCurrentValue(NewVal);
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Health.SetCurrentValue( NewVal );
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}
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}
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FORCEINLINE void InitMaxHealth( float NewVal )
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FORCEINLINE void InitMaxHealth(float NewVal)
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{
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{
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MaxHealth.SetBaseValue(NewVal);
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MaxHealth.SetBaseValue( NewVal );
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MaxHealth.SetCurrentValue(NewVal);
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MaxHealth.SetCurrentValue( NewVal );
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}
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}
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FORCEINLINE void InitMana( float NewVal )
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FORCEINLINE void InitMana(float NewVal)
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{
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{
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Mana.SetBaseValue(NewVal);
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Mana.SetBaseValue( NewVal );
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Mana.SetCurrentValue(NewVal);
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Mana.SetCurrentValue( NewVal );
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}
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}
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FORCEINLINE void InitMaxMana( float NewVal )
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FORCEINLINE void InitMaxMana(float NewVal)
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{
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{
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MaxMana.SetBaseValue(NewVal);
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MaxMana.SetBaseValue( NewVal );
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MaxMana.SetCurrentValue(NewVal);
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MaxMana.SetCurrentValue( NewVal );
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}
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}
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#pragma endregion Setters
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#pragma endregion Setters
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#pragma region AttributeSet
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#pragma region AttributeSet
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void PreAttributeChange(const FGameplayAttribute& Attribute, float& NewValue) override;
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void
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void PostGameplayEffectExecute(FGameplayEffectModCallbackData const& Data) override;
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PreAttributeChange( const FGameplayAttribute& Attribute, float& NewValue ) override;
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#pragma endregion AttributeSet
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void PostGameplayEffectExecute( FGameplayEffectModCallbackData const& Data ) override;
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#pragma endregion AttributeSet
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#pragma region UObject
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#pragma region UObject
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void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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void
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GetLifetimeReplicatedProps( TArray<FLifetimeProperty>& OutLifetimeProps ) const override;
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#pragma endregion UObject
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#pragma endregion UObject
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};
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};
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@ -10,6 +10,8 @@ AGasaEffectActor::AGasaEffectActor()
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RootComponent = CreateDefaultSubobject<USceneComponent>("Root");
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RootComponent = CreateDefaultSubobject<USceneComponent>("Root");
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Level = 1.f;
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InstantEffectUsage = EInstantEffectUsagePolicy::DoNotApply;
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InstantEffectUsage = EInstantEffectUsagePolicy::DoNotApply;
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DurationEffectUsage = DefaultEffectUsagePolicy;
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DurationEffectUsage = DefaultEffectUsagePolicy;
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InfiniteEffectUsage = DefaultEffectUsagePolicy;
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InfiniteEffectUsage = DefaultEffectUsagePolicy;
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@ -24,7 +26,7 @@ void AGasaEffectActor::ApplyEffectToActor(AActor* Actor, TSubclassOf<UGameplayEf
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Context = AS->MakeEffectContext();
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Context = AS->MakeEffectContext();
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Context.AddSourceObject(Actor);
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Context.AddSourceObject(Actor);
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FGameplayEffectSpecHandle Spec = AS->MakeOutgoingSpec( EffectClass, 1.0f, Context );
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FGameplayEffectSpecHandle Spec = AS->MakeOutgoingSpec( EffectClass, Level, Context );
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FActiveGameplayEffectHandle ActiveEffect = AS->ApplyGameplayEffectSpecToSelf( * Spec.Data );
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FActiveGameplayEffectHandle ActiveEffect = AS->ApplyGameplayEffectSpecToSelf( * Spec.Data );
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if (bRemoveOnEndOverlap)
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if (bRemoveOnEndOverlap)
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ActiveEffectsToRemove.Add(ActiveEffect, AS);
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ActiveEffectsToRemove.Add(ActiveEffect, AS);
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@ -39,16 +41,16 @@ void AGasaEffectActor::OnOverlap(AActor* Actor)
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if (InstantEffectClass && InstantEffectUsage == EInstantEffectUsagePolicy::ApplyOnOverlap)
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if (InstantEffectClass && InstantEffectUsage == EInstantEffectUsagePolicy::ApplyOnOverlap)
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{
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{
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FGameplayEffectSpecHandle Spec= AS->MakeOutgoingSpec( InstantEffectClass, 1.0f, Context );
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FGameplayEffectSpecHandle Spec= AS->MakeOutgoingSpec( InstantEffectClass, Level, Context );
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AS->ApplyGameplayEffectSpecToSelf( * Spec.Data );
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AS->ApplyGameplayEffectSpecToSelf( * Spec.Data );
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}
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}
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if (DurationEffectClass)
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if (DurationEffectClass)
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{
|
{
|
||||||
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))
|
||||||
|
@ -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);
|
||||||
};
|
};
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user