38. Instant Gameplay Effects

This commit is contained in:
Edward R. Gonzalez 2024-04-24 10:07:23 -04:00
parent 3a58e90802
commit 8f84dcf3d3
6 changed files with 17 additions and 17 deletions

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@ -19,5 +19,6 @@ void AGasaEffectActor::ApplyEffectToActor(AActor* Actor, TSubclassOf<UGameplayEf
Context.AddSourceObject(Actor); Context.AddSourceObject(Actor);
FGameplayEffectSpecHandle Spec = AS->MakeOutgoingSpec( EffectClass, 1.0f, Context ); FGameplayEffectSpecHandle Spec = AS->MakeOutgoingSpec( EffectClass, 1.0f, Context );
if (Spec.IsValid())
AS->ApplyGameplayEffectSpecToSelf( * Spec.Data ); AS->ApplyGameplayEffectSpecToSelf( * Spec.Data );
} }

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@ -29,7 +29,6 @@ AGasaGameState::AGasaGameState()
void AGasaGameState::OnGameFrameworkInitialized() void AGasaGameState::OnGameFrameworkInitialized()
{ {
NetLog("Received gameplay framework initialization."); NetLog("Received gameplay framework initialization.");
if (IsServer()) if (IsServer())
{ {
if (PlayerArray.Num() > 0) if (PlayerArray.Num() > 0)
@ -41,7 +40,6 @@ void AGasaGameState::OnGameFrameworkInitialized()
NetLog("Was not able to assign HostingPlayer!", ELogV::Error); NetLog("Was not able to assign HostingPlayer!", ELogV::Error);
} }
} }
BP_OnGameFrameworkInitialized(); BP_OnGameFrameworkInitialized();
} }
#pragma endregion GameFramework #pragma endregion GameFramework
@ -71,7 +69,6 @@ void AGasaGameState::HandleBeginPlay()
void AGasaGameState::SeamlessTravelTransitionCheckpoint(bool bToTransitionMap) void AGasaGameState::SeamlessTravelTransitionCheckpoint(bool bToTransitionMap)
{ {
Super::SeamlessTravelTransitionCheckpoint(bToTransitionMap); Super::SeamlessTravelTransitionCheckpoint(bToTransitionMap);
NetLog("SeamlessTravelTransitionCheckpoint"); NetLog("SeamlessTravelTransitionCheckpoint");
NetLog(FString("ToTransitionMap: ") + FString(bToTransitionMap ? "true" : "false")); NetLog(FString("ToTransitionMap: ") + FString(bToTransitionMap ? "true" : "false"));
@ -90,7 +87,6 @@ void AGasaGameState::SeamlessTravelTransitionCheckpoint(bool bToTransitionMap)
void AGasaGameState::BeginPlay() void AGasaGameState::BeginPlay()
{ {
Super::BeginPlay(); Super::BeginPlay();
NetLog("BeginPlay"); NetLog("BeginPlay");
// Notified as initialized here as any possible components should also be initialized by this point. // Notified as initialized here as any possible components should also be initialized by this point.
@ -100,18 +96,20 @@ void AGasaGameState::BeginPlay()
GI->NotifyGameFrameworkClassReady(EGameFrameworkClassFlag::GameState); GI->NotifyGameFrameworkClassReady(EGameFrameworkClassFlag::GameState);
#if ENABLE_COG #if ENABLE_COG
for (local_persist int32 do_once = 0; do_once == 0; ++ do_once )
{
CogWindowManager = NewObject<UCogWindowManager>(this); CogWindowManager = NewObject<UCogWindowManager>(this);
CogWindowManagerRef = CogWindowManager; CogWindowManagerRef = CogWindowManager;
// Add all the built-in windows // Add all the built-in windows
Cog::AddAllWindows(*CogWindowManager); Cog::AddAllWindows(*CogWindowManager);
}
#endif //ENABLE_COG #endif //ENABLE_COG
} }
void AGasaGameState::PostInitializeComponents() void AGasaGameState::PostInitializeComponents()
{ {
NetLog("PostInitializeComponents"); NetLog("PostInitializeComponents");
Super::PostInitializeComponents(); Super::PostInitializeComponents();
if ( ! GetWorld()->IsEditorWorld() && IsServer()) if ( ! GetWorld()->IsEditorWorld() && IsServer())
@ -135,6 +133,7 @@ void AGasaGameState::Tick(float DeltaSeconds)
Super::Tick(DeltaSeconds); Super::Tick(DeltaSeconds);
#if ENABLE_COG #if ENABLE_COG
if (CogWindowManager)
CogWindowManager->Tick(DeltaSeconds); CogWindowManager->Tick(DeltaSeconds);
#endif //ENABLE_COG #endif //ENABLE_COG
} }

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@ -52,7 +52,7 @@ public:
#pragma region Actor #pragma region Actor
void BeginPlay() override; void BeginPlay() override;
#pragma region endActor #pragma endregion endActor
}; };
namespace Gasa namespace Gasa