118 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			118 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #include "GasaEffectActor.h"
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| 
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| #include "GasaAbilitySystemComponent_Inlines.h"
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| using namespace Gasa;
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| 
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| AGasaEffectActor::AGasaEffectActor()
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| {
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| 	PrimaryActorTick.bCanEverTick = false;
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| 
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| 	RootComponent = CreateDefaultSubobject<USceneComponent>("Root");
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| 
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| 	InstantEffectUsage  = DefaultEffectUsagePolicy;
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| 	DurationEffectUsage = DefaultEffectUsagePolicy;
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| 	InfiniteEffectUsage = DefaultEffectUsagePolicy;
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| }
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| 
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| void AGasaEffectActor::ApplyEffectToActor(AActor* Actor, TSubclassOf<UGameplayEffect> EffectClass)
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| {
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| 	UGasaAbilitySystemComp* AS = GetAbilitySystem(Actor, true);
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| 
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| 	FGameplayEffectContextHandle
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| 	Context = AS->MakeEffectContext();
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| 	Context.AddSourceObject(Actor);
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| 
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| 	FGameplayEffectSpecHandle Spec = AS->MakeOutgoingSpec( EffectClass, 1.0f, Context );
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| 	AS->ApplyGameplayEffectSpecToSelf( * Spec.Data );
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| }
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| 
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| void AGasaEffectActor::OnOverlap(AActor* Actor)
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| {
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| 	UGasaAbilitySystemComp* AS = GetAbilitySystem(Actor, true);
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| 	FGameplayEffectContextHandle
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| 	Context = AS->MakeEffectContext();
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| 	Context.AddSourceObject(Actor);
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| 	
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| 	if (InstantEffectClass.Get())
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| 	{
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| 		if (Bitfield_IsSet(InstantEffectUsage, (int32)EEffectUsagePolicy::ApplyOnOverlap))
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| 		{
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|         	FGameplayEffectSpecHandle Spec = AS->MakeOutgoingSpec( InstantEffectClass, 1.0f, Context );
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|         	AS->ApplyGameplayEffectSpecToSelf( * Spec.Data );	
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| 		}
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| 		if (Bitfield_IsSet(InstantEffectUsage, (int32)EEffectUsagePolicy::RemoveOnOverlap))
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| 		{
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|         	AS->RemoveActiveGameplayEffectBySourceEffect( InstantEffectClass, AS );
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| 		}
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| 	}
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| 	if (DurationEffectClass.Get())
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| 	{
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| 		if (Bitfield_IsSet(DurationEffectUsage, (int32)EEffectUsagePolicy::ApplyOnOverlap))
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| 		{
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|         	FGameplayEffectSpecHandle Spec = AS->MakeOutgoingSpec( InstantEffectClass, 1.0f, Context );
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|         	AS->ApplyGameplayEffectSpecToSelf( * Spec.Data );	
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| 		}
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| 		if (Bitfield_IsSet(InstantEffectUsage, (int32)EEffectUsagePolicy::RemoveOnOverlap))
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| 		{
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|         	AS->RemoveActiveGameplayEffectBySourceEffect( DurationEffectClass, AS );
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| 		}
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| 	}
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| 	if (InfiniteEffectClass.Get())
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| 	{
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| 		if (Bitfield_IsSet(InfiniteEffectUsage, (int32)EEffectUsagePolicy::ApplyOnOverlap))
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| 		{
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|         	FGameplayEffectSpecHandle Spec = AS->MakeOutgoingSpec( InstantEffectClass, 1.0f, Context );
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|         	AS->ApplyGameplayEffectSpecToSelf( * Spec.Data );	
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| 		}
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| 		if (Bitfield_IsSet(InstantEffectUsage, (int32)EEffectUsagePolicy::RemoveOnOverlap))
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| 		{
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| 			AS->RemoveActiveGameplayEffectBySourceEffect( InfiniteEffectClass, AS );
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| 		}
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| 	}
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| }
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| 
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| void AGasaEffectActor::OnEndOverlap(AActor* Actor)
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| {
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| 	UGasaAbilitySystemComp* AS = GetAbilitySystem(Actor, true);
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| 	FGameplayEffectContextHandle
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| 	Context = AS->MakeEffectContext();
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| 	Context.AddSourceObject(Actor);
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| 	
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| 	if (InstantEffectClass.Get())
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| 	{
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| 		if (Bitfield_IsSet(InstantEffectUsage, (int32)EEffectUsagePolicy::ApplyOnEndOverlap))
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| 		{
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| 			FGameplayEffectSpecHandle Spec = AS->MakeOutgoingSpec( InstantEffectClass, 1.0f, Context );
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| 			AS->ApplyGameplayEffectSpecToSelf( * Spec.Data );	
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| 		}
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| 		if (Bitfield_IsSet(InstantEffectUsage, (int32)EEffectUsagePolicy::RemoveOnEndOverlap))
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| 		{
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| 			AS->RemoveActiveGameplayEffectBySourceEffect( InstantEffectClass, AS );
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| 		}
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| 	}
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| 	if (DurationEffectClass.Get())
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| 	{
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| 		if (Bitfield_IsSet(DurationEffectUsage, (int32)EEffectUsagePolicy::ApplyOnEndOverlap))
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| 		{
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| 			FGameplayEffectSpecHandle Spec = AS->MakeOutgoingSpec( InstantEffectClass, 1.0f, Context );
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| 			AS->ApplyGameplayEffectSpecToSelf( * Spec.Data );	
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| 		}
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| 		if (Bitfield_IsSet(InstantEffectUsage, (int32)EEffectUsagePolicy::RemoveOnEndOverlap))
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| 		{
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| 			AS->RemoveActiveGameplayEffectBySourceEffect( DurationEffectClass, AS );
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| 		}
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| 	}
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| 	if (InfiniteEffectClass.Get())
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| 	{
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| 		if (Bitfield_IsSet(InfiniteEffectUsage, (int32)EEffectUsagePolicy::ApplyOnEndOverlap))
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| 		{
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| 			FGameplayEffectSpecHandle Spec = AS->MakeOutgoingSpec( InstantEffectClass, 1.0f, Context );
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| 			AS->ApplyGameplayEffectSpecToSelf( * Spec.Data );	
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| 		}
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| 		if (Bitfield_IsSet(InstantEffectUsage, (int32)EEffectUsagePolicy::RemoveOnEndOverlap))
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| 		{
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| 			AS->RemoveActiveGameplayEffectBySourceEffect( InfiniteEffectClass, AS );
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| 		}
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| 	}
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| }
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