77 lines
2.3 KiB
C++
77 lines
2.3 KiB
C++
#pragma once
|
|
|
|
#include "GasaCommon.h"
|
|
#include "Actors/GasaActor.h"
|
|
#include "ActiveGameplayEffectHandle.h"
|
|
#include "GameFramework/Actor.h"
|
|
|
|
#include "GasaEffectActor.generated.h"
|
|
|
|
struct FActiveGameplayEffectHandle;
|
|
|
|
UENUM(BlueprintType)
|
|
enum class EInstantEffectUsagePolicy : uint8
|
|
{
|
|
DoNotApply,
|
|
ApplyOnOverlap,
|
|
ApplyOnEndOverlap,
|
|
};
|
|
|
|
UENUM(BlueprintType, meta = (Bitflags, UseEnumValuesAsMaskValuesInEditor = "true"))
|
|
enum class EEffectUsagePolicy : uint8
|
|
{
|
|
None = 0 UMETA(Hidden),
|
|
ApplyOnOverlap = bit(0),
|
|
ApplyOnEndOverlap = bit(1),
|
|
RemoveOnOverlap = bit(2),
|
|
RemoveOnEndOverlap = bit(3),
|
|
};
|
|
|
|
constexpr int32 DefaultEffectUsagePolicy = (int32(EEffectUsagePolicy::RemoveOnEndOverlap));
|
|
|
|
UCLASS()
|
|
class GASA_API AGasaEffectActor : public AGasaActor
|
|
{
|
|
GENERATED_BODY()
|
|
public:
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gameplay Effects")
|
|
TSubclassOf<UGameplayEffect> InstantEffectClass;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gameplay Effects")
|
|
EInstantEffectUsagePolicy InstantEffectUsage;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gameplay Effects")
|
|
TSubclassOf<UGameplayEffect> DurationEffectClass;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gameplay Effects", meta=(Bitmask, BitmaskEnum = "/Script/Gasa.EEffectUsagePolicy"))
|
|
int32 DurationEffectUsage;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gameplay Effects")
|
|
TSubclassOf<UGameplayEffect> InfiniteEffectClass;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gameplay Effects", meta=(Bitmask, BitmaskEnum = "/Script/Gasa.EEffectUsagePolicy"))
|
|
int32 InfiniteEffectUsage;
|
|
|
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gameplay Effects")
|
|
bool bDestroyOnEffectRemoval;
|
|
|
|
TMap<FActiveGameplayEffectHandle, UAbilitySystemComponent*> ActiveEffectsToRemove;
|
|
using ActiveEffectEntry = TTuple<FActiveGameplayEffectHandle, UAbilitySystemComponent*>;
|
|
|
|
FActiveGameplayEffectHandle ActiveDuration;
|
|
FActiveGameplayEffectHandle ActiveInfinite;
|
|
|
|
AGasaEffectActor();
|
|
|
|
UFUNCTION(BlueprintCallable, Category = "Gameplay Effects")
|
|
void ApplyEffectToActor(AActor* Actor, TSubclassOf<UGameplayEffect> EffectClass, bool bRemoveOnEndOverlap = false);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void OnOverlap(AActor* Actor);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void OnEndOverlap(AActor* Actor);
|
|
};
|
|
|