53. Gameplay Effect Delegates
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@ -1 +1,20 @@
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#include "GasaAbilitySystemComponent.h"
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#include "Engine/Engine.h"
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void UGasaAbilitySystemComp::OnAbilityActorInfoSet()
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{
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}
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void UGasaAbilitySystemComp::EffectApplied(UAbilitySystemComponent* AbilitySystem, FGameplayEffectSpec const& Spec,
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FActiveGameplayEffectHandle ActiveEffect)
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{
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GEngine->AddOnScreenDebugMessage(1, 8.f, FColor::Yellow, FString("Effect applied"));
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}
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void UGasaAbilitySystemComp::InitAbilityActorInfo(AActor* InOwnerActor, AActor* InAvatarActor)
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{
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Super::InitAbilityActorInfo(InOwnerActor, InAvatarActor);
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OnGameplayEffectAppliedDelegateToSelf.AddUObject(this, & ThisClass::EffectApplied);
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}
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@ -6,10 +6,17 @@
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#include "GasaAbilitySystemComponent.generated.h"
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UCLASS(BlueprintType)
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class GASA_API UGasaAbilitySystemComp : public UAbilitySystemComponent
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{
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GENERATED_BODY()
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public:
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// TODO(Ed): If hes only using this to bind the EffectApplied to a delegate, then just use the init override instead.
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void OnAbilityActorInfoSet();
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void EffectApplied(UAbilitySystemComponent* AbilitySystem, FGameplayEffectSpec const& Spec, FActiveGameplayEffectHandle ActiveEffect);
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#pragma region AbilitySystemComponent
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void InitAbilityActorInfo(AActor* InOwnerActor, AActor* InAvatarActor) override;
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#pragma endregion AbilitySystemComponent
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};
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@ -156,11 +156,10 @@ void AGasaCharacter::PossessedBy(AController* NewController)
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GetMesh()->bOnlyAllowAutonomousTickPose = true;
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}
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#if 0
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if (bAutoAbilitySystem)
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{
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// TODO(Ed): Do we need to do this for enemies?
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AbilitySystem->InitAbilityActorInfo(this, this);
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}
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#endif
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}
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void AGasaCharacter::SetPlayerDefaults()
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@ -179,11 +178,10 @@ void AGasaCharacter::BeginPlay()
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{
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Super::BeginPlay();
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// TODO(Ed): Find out if this is the best spot todo this
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// There is also OnPossessed, PostInitializeComponents, etc...
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if (bAutoAbilitySystem)
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{
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// TODO(Ed): Do we need to do this for enemies?
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AbilitySystem->InitAbilityActorInfo(this, this);
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}
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}
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void AGasaCharacter::Tick(float DeltaSeconds)
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