53. Gameplay Effect Delegates
This commit is contained in:
parent
ad14d6b3af
commit
901ef9460b
16
Project/Config/DefaultGameplayTags.ini
Normal file
16
Project/Config/DefaultGameplayTags.ini
Normal file
@ -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="")
|
||||
|
@ -0,0 +1,7 @@
|
||||
{
|
||||
"ColumnWidths":
|
||||
{
|
||||
"DevComment": 405,
|
||||
"Tag": 381
|
||||
}
|
||||
}
|
@ -9,79 +9,74 @@
|
||||
|
||||
UGasaAttributeSet::UGasaAttributeSet()
|
||||
{
|
||||
InitHealth(100.f);
|
||||
InitMaxHealth(100.f);
|
||||
InitMana(50.f);
|
||||
InitMaxMana(50.f);
|
||||
InitHealth( 100.f );
|
||||
InitMaxHealth( 100.f );
|
||||
InitMana( 50.f );
|
||||
InitMaxMana( 50.f );
|
||||
}
|
||||
|
||||
#pragma region Rep Notifies
|
||||
void UGasaAttributeSet::Client_OnRep_Health(FGameplayAttributeData& PrevHealth)
|
||||
void UGasaAttributeSet::Client_OnRep_Health( FGameplayAttributeData& PrevHealth )
|
||||
{
|
||||
// From GAMEPLAYATTRIBUTE_REPNOTIFY
|
||||
static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>(StaticClass(), GET_MEMBER_NAME_CHECKED(UGasaAttributeSet, Health));
|
||||
GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication(FGameplayAttribute(UGasaAttributeSetProperty), Health, PrevHealth);
|
||||
static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Health ) );
|
||||
GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication( FGameplayAttribute( UGasaAttributeSetProperty ), Health, PrevHealth );
|
||||
}
|
||||
|
||||
void UGasaAttributeSet::Client_OnRep_MaxHealth(FGameplayAttributeData& PrevMaxHealth)
|
||||
void UGasaAttributeSet::Client_OnRep_MaxHealth( FGameplayAttributeData& PrevMaxHealth )
|
||||
{
|
||||
// From GAMEPLAYATTRIBUTE_REPNOTIFY
|
||||
static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>(StaticClass(), GET_MEMBER_NAME_CHECKED(UGasaAttributeSet, MaxHealth));
|
||||
GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication(FGameplayAttribute(UGasaAttributeSetProperty), MaxHealth,
|
||||
PrevMaxHealth);
|
||||
static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, MaxHealth ) );
|
||||
GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication( FGameplayAttribute( UGasaAttributeSetProperty ), MaxHealth, PrevMaxHealth );
|
||||
}
|
||||
|
||||
void UGasaAttributeSet::Client_OnRep_Mana(FGameplayAttributeData& PrevMana)
|
||||
void UGasaAttributeSet::Client_OnRep_Mana( FGameplayAttributeData& PrevMana )
|
||||
{
|
||||
// From GAMEPLAYATTRIBUTE_REPNOTIFY
|
||||
static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>(StaticClass(), GET_MEMBER_NAME_CHECKED(UGasaAttributeSet, Mana));
|
||||
GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication(FGameplayAttribute(UGasaAttributeSetProperty), Mana, PrevMana);
|
||||
static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Mana ) );
|
||||
GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication( FGameplayAttribute( UGasaAttributeSetProperty ), Mana, PrevMana );
|
||||
}
|
||||
|
||||
void UGasaAttributeSet::Client_OnRep_MaxMana(FGameplayAttributeData& PrevMaxMana)
|
||||
void UGasaAttributeSet::Client_OnRep_MaxMana( FGameplayAttributeData& PrevMaxMana )
|
||||
{
|
||||
// From GAMEPLAYATTRIBUTE_REPNOTIFY
|
||||
static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>(StaticClass(), GET_MEMBER_NAME_CHECKED(UGasaAttributeSet, MaxMana));
|
||||
GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication(FGameplayAttribute(UGasaAttributeSetProperty), MaxMana,
|
||||
PrevMaxMana);
|
||||
static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, MaxMana ) );
|
||||
GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication( FGameplayAttribute( UGasaAttributeSetProperty ), MaxMana, PrevMaxMana );
|
||||
}
|
||||
#pragma endregion Rep Notifies
|
||||
|
||||
void UGasaAttributeSet::PostGameplayEffectExecute(FGameplayEffectModCallbackData const& Data)
|
||||
void UGasaAttributeSet::PostGameplayEffectExecute( FGameplayEffectModCallbackData const& Data )
|
||||
{
|
||||
Super::PostGameplayEffectExecute(Data);
|
||||
Super::PostGameplayEffectExecute( Data );
|
||||
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, MaxHealth);
|
||||
DOREPLIFETIME_DEFAULT_GAS(UGasaAttributeSet, Mana);
|
||||
DOREPLIFETIME_DEFAULT_GAS(UGasaAttributeSet, MaxMana);
|
||||
DOREPLIFETIME_DEFAULT_GAS( UGasaAttributeSet, Health );
|
||||
DOREPLIFETIME_DEFAULT_GAS( UGasaAttributeSet, MaxHealth );
|
||||
DOREPLIFETIME_DEFAULT_GAS( UGasaAttributeSet, Mana );
|
||||
DOREPLIFETIME_DEFAULT_GAS( UGasaAttributeSet, MaxMana );
|
||||
}
|
||||
|
@ -8,50 +8,46 @@ UCLASS()
|
||||
class GASA_API UGasaAttributeSet : public UAttributeSet
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UGasaAttributeSet();
|
||||
|
||||
UPROPERTY(ReplicatedUsing = Client_OnRep_Health, EditAnywhere, BlueprintReadWrite, Category = "Attributes")
|
||||
UPROPERTY( ReplicatedUsing = Client_OnRep_Health, EditAnywhere, BlueprintReadWrite, Category = "Attributes" )
|
||||
FGameplayAttributeData Health;
|
||||
UPROPERTY(ReplicatedUsing = Client_OnRep_MaxHealth, EditAnywhere, BlueprintReadWrite, Category = "Attributes")
|
||||
UPROPERTY( ReplicatedUsing = Client_OnRep_MaxHealth, EditAnywhere, BlueprintReadWrite, Category = "Attributes" )
|
||||
FGameplayAttributeData MaxHealth;
|
||||
UPROPERTY(ReplicatedUsing = Client_OnRep_Mana, EditAnywhere, BlueprintReadWrite, Category = "Attributes")
|
||||
UPROPERTY( ReplicatedUsing = Client_OnRep_Mana, EditAnywhere, BlueprintReadWrite, Category = "Attributes" )
|
||||
FGameplayAttributeData Mana;
|
||||
UPROPERTY(ReplicatedUsing = Client_OnRep_MaxMana, EditAnywhere, BlueprintReadWrite, Category = "Attributes")
|
||||
UPROPERTY( ReplicatedUsing = Client_OnRep_MaxMana, EditAnywhere, BlueprintReadWrite, Category = "Attributes" )
|
||||
FGameplayAttributeData MaxMana;
|
||||
|
||||
UFUNCTION()
|
||||
void Client_OnRep_Health(FGameplayAttributeData& PrevHealth);
|
||||
void Client_OnRep_Health( FGameplayAttributeData& PrevHealth );
|
||||
UFUNCTION()
|
||||
void Client_OnRep_MaxHealth(FGameplayAttributeData& PrevMaxHealth);
|
||||
void Client_OnRep_MaxHealth( FGameplayAttributeData& PrevMaxHealth );
|
||||
UFUNCTION()
|
||||
void Client_OnRep_Mana(FGameplayAttributeData& PrevMana);
|
||||
void Client_OnRep_Mana( FGameplayAttributeData& PrevMana );
|
||||
UFUNCTION()
|
||||
void Client_OnRep_MaxMana(FGameplayAttributeData& PrevMaxMana);
|
||||
void Client_OnRep_MaxMana( FGameplayAttributeData& PrevMaxMana );
|
||||
|
||||
#pragma region Getters
|
||||
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;
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
@ -59,45 +55,45 @@ public:
|
||||
FORCEINLINE float GetMaxHealth() const { return MaxHealth.GetCurrentValue(); }
|
||||
FORCEINLINE float GetMana() const { return Mana.GetCurrentValue(); }
|
||||
FORCEINLINE float GetMaxMana() const { return MaxMana.GetCurrentValue(); }
|
||||
#pragma endregion Getters
|
||||
#pragma endregion Getters
|
||||
|
||||
#pragma region Setters
|
||||
FORCEINLINE void SetHealth(float NewVal);
|
||||
FORCEINLINE void SetMaxHealth(float NewVal);
|
||||
FORCEINLINE void SetMana(float NewVal);
|
||||
FORCEINLINE void SetMaxMana(float NewVal);
|
||||
FORCEINLINE void
|
||||
SetHealth( float NewVal );
|
||||
FORCEINLINE void SetMaxHealth( 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.SetCurrentValue(NewVal);
|
||||
Health.SetBaseValue( NewVal );
|
||||
Health.SetCurrentValue( NewVal );
|
||||
}
|
||||
|
||||
FORCEINLINE void InitMaxHealth(float NewVal)
|
||||
FORCEINLINE void InitMaxHealth( float NewVal )
|
||||
{
|
||||
MaxHealth.SetBaseValue(NewVal);
|
||||
MaxHealth.SetCurrentValue(NewVal);
|
||||
MaxHealth.SetBaseValue( NewVal );
|
||||
MaxHealth.SetCurrentValue( NewVal );
|
||||
}
|
||||
|
||||
FORCEINLINE void InitMana(float NewVal)
|
||||
FORCEINLINE void InitMana( float NewVal )
|
||||
{
|
||||
Mana.SetBaseValue(NewVal);
|
||||
Mana.SetCurrentValue(NewVal);
|
||||
Mana.SetBaseValue( NewVal );
|
||||
Mana.SetCurrentValue( NewVal );
|
||||
}
|
||||
|
||||
FORCEINLINE void InitMaxMana(float NewVal)
|
||||
FORCEINLINE void InitMaxMana( float NewVal )
|
||||
{
|
||||
MaxMana.SetBaseValue(NewVal);
|
||||
MaxMana.SetCurrentValue(NewVal);
|
||||
MaxMana.SetBaseValue( NewVal );
|
||||
MaxMana.SetCurrentValue( NewVal );
|
||||
}
|
||||
#pragma endregion Setters
|
||||
#pragma endregion Setters
|
||||
|
||||
#pragma region AttributeSet
|
||||
void PreAttributeChange(const FGameplayAttribute& Attribute, float& NewValue) override;
|
||||
void PostGameplayEffectExecute(FGameplayEffectModCallbackData const& Data) override;
|
||||
#pragma endregion AttributeSet
|
||||
void
|
||||
PreAttributeChange( const FGameplayAttribute& Attribute, float& NewValue ) override;
|
||||
void PostGameplayEffectExecute( FGameplayEffectModCallbackData const& Data ) override;
|
||||
#pragma endregion AttributeSet
|
||||
|
||||
#pragma region UObject
|
||||
void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
|
||||
void
|
||||
GetLifetimeReplicatedProps( TArray<FLifetimeProperty>& OutLifetimeProps ) const override;
|
||||
#pragma endregion UObject
|
||||
};
|
||||
|
@ -10,6 +10,8 @@ AGasaEffectActor::AGasaEffectActor()
|
||||
|
||||
RootComponent = CreateDefaultSubobject<USceneComponent>("Root");
|
||||
|
||||
Level = 1.f;
|
||||
|
||||
InstantEffectUsage = EInstantEffectUsagePolicy::DoNotApply;
|
||||
DurationEffectUsage = DefaultEffectUsagePolicy;
|
||||
InfiniteEffectUsage = DefaultEffectUsagePolicy;
|
||||
@ -24,7 +26,7 @@ void AGasaEffectActor::ApplyEffectToActor(AActor* Actor, TSubclassOf<UGameplayEf
|
||||
Context = AS->MakeEffectContext();
|
||||
Context.AddSourceObject(Actor);
|
||||
|
||||
FGameplayEffectSpecHandle Spec = AS->MakeOutgoingSpec( EffectClass, 1.0f, Context );
|
||||
FGameplayEffectSpecHandle Spec = AS->MakeOutgoingSpec( EffectClass, Level, Context );
|
||||
FActiveGameplayEffectHandle ActiveEffect = AS->ApplyGameplayEffectSpecToSelf( * Spec.Data );
|
||||
if (bRemoveOnEndOverlap)
|
||||
ActiveEffectsToRemove.Add(ActiveEffect, AS);
|
||||
@ -39,16 +41,16 @@ void AGasaEffectActor::OnOverlap(AActor* Actor)
|
||||
|
||||
if (InstantEffectClass && InstantEffectUsage == EInstantEffectUsagePolicy::ApplyOnOverlap)
|
||||
{
|
||||
FGameplayEffectSpecHandle Spec= AS->MakeOutgoingSpec( InstantEffectClass, 1.0f, Context );
|
||||
FGameplayEffectSpecHandle Spec= AS->MakeOutgoingSpec( InstantEffectClass, Level, Context );
|
||||
AS->ApplyGameplayEffectSpecToSelf( * Spec.Data );
|
||||
}
|
||||
if (DurationEffectClass)
|
||||
{
|
||||
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 );
|
||||
if (Bitfield_IsSet(DurationEffectUsage, (int32)EEffectUsagePolicy::RemoveOnEndOverlap))
|
||||
if (Bitfield_IsSet(DurationEffectUsage, EEffectUsagePolicy::RemoveOnEndOverlap))
|
||||
ActiveDuration = ActiveEffect;
|
||||
}
|
||||
if (ActiveDuration.IsValid() && Bitfield_IsSet(DurationEffectUsage, EEffectUsagePolicy::RemoveOnOverlap))
|
||||
@ -59,9 +61,9 @@ void AGasaEffectActor::OnOverlap(AActor* Actor)
|
||||
bool bApplyOnOverlap = Bitfield_IsSet(InfiniteEffectUsage, EEffectUsagePolicy::ApplyOnOverlap);
|
||||
if (bApplyOnOverlap)
|
||||
{
|
||||
FGameplayEffectSpecHandle Spec = AS->MakeOutgoingSpec( InfiniteEffectClass, 1.0f, Context );
|
||||
FGameplayEffectSpecHandle Spec = AS->MakeOutgoingSpec( InfiniteEffectClass, Level, Context );
|
||||
FActiveGameplayEffectHandle ActiveEffect = AS->ApplyGameplayEffectSpecToSelf( * Spec.Data );
|
||||
if (Bitfield_IsSet(InfiniteEffectUsage, (int32)EEffectUsagePolicy::RemoveOnEndOverlap))
|
||||
if (Bitfield_IsSet(InfiniteEffectUsage, EEffectUsagePolicy::RemoveOnEndOverlap))
|
||||
ActiveInfinite = ActiveEffect;
|
||||
}
|
||||
if (ActiveInfinite.IsValid() && Bitfield_IsSet(InfiniteEffectUsage, EEffectUsagePolicy::RemoveOnOverlap))
|
||||
@ -81,28 +83,28 @@ void AGasaEffectActor::OnEndOverlap(AActor* Actor)
|
||||
|
||||
if (InstantEffectClass && InstantEffectUsage == EInstantEffectUsagePolicy::ApplyOnEndOverlap)
|
||||
{
|
||||
FGameplayEffectSpecHandle Spec= AS->MakeOutgoingSpec( InstantEffectClass, 1.0f, Context );
|
||||
FGameplayEffectSpecHandle Spec= AS->MakeOutgoingSpec( InstantEffectClass, Level, Context );
|
||||
AS->ApplyGameplayEffectSpecToSelf( * Spec.Data );
|
||||
}
|
||||
if (DurationEffectClass)
|
||||
{
|
||||
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 );
|
||||
if (Bitfield_IsSet(DurationEffectUsage, (int32)EEffectUsagePolicy::RemoveOnOverlap))
|
||||
if (Bitfield_IsSet(DurationEffectUsage, EEffectUsagePolicy::RemoveOnOverlap))
|
||||
ActiveDuration = ActiveEffect;
|
||||
}
|
||||
if (ActiveDuration.IsValid() && Bitfield_IsSet(DurationEffectUsage, (int32)EEffectUsagePolicy::RemoveOnEndOverlap))
|
||||
if (ActiveDuration.IsValid() && Bitfield_IsSet(DurationEffectUsage, EEffectUsagePolicy::RemoveOnEndOverlap))
|
||||
AS->RemoveActiveGameplayEffect(ActiveDuration);
|
||||
}
|
||||
if (InfiniteEffectClass)
|
||||
{
|
||||
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 );
|
||||
if (Bitfield_IsSet(InfiniteEffectUsage, (int32)EEffectUsagePolicy::RemoveOnOverlap))
|
||||
if (Bitfield_IsSet(InfiniteEffectUsage, EEffectUsagePolicy::RemoveOnOverlap))
|
||||
ActiveInfinite = ActiveEffect;
|
||||
}
|
||||
if (ActiveInfinite.IsValid() && Bitfield_IsSet(InfiniteEffectUsage, EEffectUsagePolicy::RemoveOnEndOverlap))
|
||||
|
@ -35,6 +35,11 @@ class GASA_API AGasaEffectActor : public AGasaActor
|
||||
GENERATED_BODY()
|
||||
public:
|
||||
|
||||
AGasaEffectActor();
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gameplay Effects")
|
||||
float Level;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gameplay Effects")
|
||||
TSubclassOf<UGameplayEffect> InstantEffectClass;
|
||||
|
||||
@ -61,9 +66,7 @@ public:
|
||||
|
||||
FActiveGameplayEffectHandle ActiveDuration;
|
||||
FActiveGameplayEffectHandle ActiveInfinite;
|
||||
|
||||
AGasaEffectActor();
|
||||
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "Gameplay Effects")
|
||||
void ApplyEffectToActor(AActor* Actor, TSubclassOf<UGameplayEffect> EffectClass, bool bRemoveOnEndOverlap = false);
|
||||
|
||||
@ -73,4 +76,3 @@ public:
|
||||
UFUNCTION(BlueprintCallable)
|
||||
void OnEndOverlap(AActor* Actor);
|
||||
};
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user