Ed_
ad41867dc5
- Just a old name for a set of changes to make the game framework hardened for multiplayer as well as some ease of use functionality.
64 lines
1.8 KiB
C++
64 lines
1.8 KiB
C++
#include "GasaEffectActorDemo.h"
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#include "AbilitySystemInterface.h"
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#include "GasaAttributeSet.h"
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#include "GasaAttributeSet_Inlines.h"
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#include "Components/SphereComponent.h"
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#include "Components/StaticMeshComponent.h"
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AGasaEffectActorDemo::AGasaEffectActorDemo()
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{
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PrimaryActorTick.bCanEverTick = false;
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Mesh = CreateDefaultSubobject<UStaticMeshComponent>("Mesh");
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Sphere = CreateDefaultSubobject<USphereComponent>("Sphere");
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SetRootComponent(Mesh);
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Sphere->SetupAttachment(Mesh);
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}
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void AGasaEffectActorDemo::OnOverlapBegin(UPrimitiveComponent* OverlappedComponent
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, AActor* OtherActor
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, UPrimitiveComponent* OtherComp
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, int32 OtherBodyIndex
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, bool bFromSweep
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, FHitResult const& SweepResult)
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{
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// Demo of "restricted way"
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if ( ! OtherActor->Implements<UAbilitySystemInterface>())
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return;
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IAbilitySystemInterface* ASI = Cast<IAbilitySystemInterface>(OtherActor);
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if (ASI == nullptr)
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return;
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// TODO(Ed): Change this to use a gameplay effect instead
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UAbilitySystemComponent* AbilitySystem = ASI->GetAbilitySystemComponent();
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UGasaAttributeSet* MutAttributes = const_cast<UGasaAttributeSet*>(Gasa::GetAttributeSet(AbilitySystem));
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MutAttributes->SetHealth( MutAttributes->GetHealth() + 25.f );
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MutAttributes->SetMana( MutAttributes->GetMana() - 25.f );
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Destroy();
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}
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void AGasaEffectActorDemo::OnOverlapEnd(UPrimitiveComponent* OverlappedComponent
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, AActor* OtherActor
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, UPrimitiveComponent* OtherComp
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, int32 OtherBodyIndex)
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{
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}
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void AGasaEffectActorDemo::BeginPlay()
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{
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Super::BeginPlay();
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}
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void AGasaEffectActorDemo::PostInitializeComponents()
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{
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Super::PostInitializeComponents();
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Sphere->OnComponentBeginOverlap.AddUniqueDynamic(this, &ThisClass::OnOverlapBegin);
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Sphere->OnComponentEndOverlap.AddUniqueDynamic(this, &ThisClass::OnOverlapEnd);
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}
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