53. Gameplay Effect Delegates

This commit is contained in:
Edward R. Gonzalez 2024-04-25 00:30:54 -04:00
parent ad14d6b3af
commit 901ef9460b
6 changed files with 115 additions and 97 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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@ -0,0 +1,7 @@
{
"ColumnWidths":
{
"DevComment": 405,
"Tag": 381
}
}

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@ -22,28 +22,23 @@ void UGasaAttributeSet::Client_OnRep_Health(FGameplayAttributeData& 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 )
{
// From GAMEPLAYATTRIBUTE_REPNOTIFY
static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, MaxHealth ) );
GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication(FGameplayAttribute(UGasaAttributeSetProperty), MaxHealth,
PrevMaxHealth);
GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication( FGameplayAttribute( UGasaAttributeSetProperty ), MaxHealth, PrevMaxHealth );
}
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 );
}
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);
GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication( FGameplayAttribute( UGasaAttributeSetProperty ), MaxMana, PrevMaxMana );
}
#pragma endregion Rep Notifies

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@ -8,7 +8,6 @@ UCLASS()
class GASA_API UGasaAttributeSet : public UAttributeSet
{
GENERATED_BODY()
public:
UGasaAttributeSet();
@ -36,19 +35,16 @@ public:
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 ) );
return Prop;
}
static FGameplayAttribute GetManaAttribute()
{
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 ) );
@ -62,7 +58,8 @@ public:
#pragma endregion Getters
#pragma region Setters
FORCEINLINE void SetHealth(float NewVal);
FORCEINLINE void
SetHealth( float NewVal );
FORCEINLINE void SetMaxHealth( float NewVal );
FORCEINLINE void SetMana( float NewVal );
FORCEINLINE void SetMaxMana( float NewVal );
@ -72,19 +69,16 @@ public:
Health.SetBaseValue( NewVal );
Health.SetCurrentValue( NewVal );
}
FORCEINLINE void InitMaxHealth( float NewVal )
{
MaxHealth.SetBaseValue( NewVal );
MaxHealth.SetCurrentValue( NewVal );
}
FORCEINLINE void InitMana( float NewVal )
{
Mana.SetBaseValue( NewVal );
Mana.SetCurrentValue( NewVal );
}
FORCEINLINE void InitMaxMana( float NewVal )
{
MaxMana.SetBaseValue( NewVal );
@ -93,11 +87,13 @@ public:
#pragma endregion Setters
#pragma region AttributeSet
void PreAttributeChange(const FGameplayAttribute& Attribute, float& NewValue) override;
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
};

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@ -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))

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@ -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;
@ -62,8 +67,6 @@ 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);
};