25. Attribut accessors complete
There is some jank, with the ability system init on character (I'll fix later). Cog replaces the usuals showdebug command
This commit is contained in:
		| @@ -3,4 +3,6 @@ | ||||
| AEnemyCharacter::AEnemyCharacter() | ||||
| { | ||||
| 	PrimaryActorTick.bCanEverTick = true; | ||||
|  | ||||
| 	bAutoAbilitySystem = true; | ||||
| } | ||||
|   | ||||
| @@ -8,6 +8,7 @@ | ||||
| #include "Kismet/KismetSystemLibrary.h" | ||||
|  | ||||
| #include "AbilitySystem/GasaAbilitySystemComponent.h" | ||||
| #include "AbilitySystem/GasaAttributeSet.h" | ||||
| #include "Game/GasaLevelScriptActor.h" | ||||
|  | ||||
| void AGasaCharacter::SetHighlight(EHighlight Desired) | ||||
| @@ -45,7 +46,7 @@ AGasaCharacter::AGasaCharacter() | ||||
| 		AbilitySystem->SetIsReplicated(true); | ||||
| 		AbilitySystem->SetReplicationMode(EGameplayEffectReplicationMode::Minimal); | ||||
| 		 | ||||
| 		Attributes = CreateDefaultSubobject<UAttributeSet>("Attributes"); | ||||
| 		Attributes = CreateDefaultSubobject<UGasaAttributeSet>("Attributes"); | ||||
| 	} | ||||
| } | ||||
|  | ||||
| @@ -71,6 +72,12 @@ void AGasaCharacter::OnRep_PlayerState() | ||||
| void AGasaCharacter::BeginPlay() | ||||
| { | ||||
| 	Super::BeginPlay(); | ||||
|  | ||||
| 	if (bAutoAbilitySystem) | ||||
| 	{ | ||||
| 		// TODO(Ed): Do we need to do this for enemies? | ||||
| 		AbilitySystem->InitAbilityActorInfo(this, this); | ||||
| 	} | ||||
| } | ||||
|  | ||||
| void AGasaCharacter::Tick(float DeltaSeconds) | ||||
|   | ||||
| @@ -9,6 +9,19 @@ APlayerCharacter::APlayerCharacter() | ||||
| 	bAutoAbilitySystem = false; | ||||
| } | ||||
|  | ||||
| void APlayerCharacter::PossessedBy(AController* NewController) | ||||
| { | ||||
| 	Super::PossessedBy(NewController); | ||||
|  | ||||
| 	AGasaPlayerState* PS = GetGasaPlayerState(); | ||||
| 	// Server setup ability system (character side) | ||||
| 	{ | ||||
| 		AbilitySystem = PS->AbilitySystem; | ||||
| 		Attributes    = PS->Attributes; | ||||
| 		AbilitySystem->InitAbilityActorInfo(PS, this); | ||||
| 	} | ||||
| } | ||||
|  | ||||
| void APlayerCharacter::OnRep_PlayerState() | ||||
| { | ||||
| 	Super::OnRep_PlayerState(); | ||||
|   | ||||
| @@ -13,6 +13,8 @@ public: | ||||
| 	APlayerCharacter(); | ||||
|  | ||||
| #pragma region Pawn | ||||
| 	void PossessedBy(AController* NewController) override; | ||||
| 	 | ||||
| 	void OnRep_PlayerState() override; | ||||
| #pragma endregion Pawn | ||||
| }; | ||||
|   | ||||
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