62 lines
1.9 KiB
C++
62 lines
1.9 KiB
C++
#pragma once
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#include "GasaCommon.h"
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#include "Actors/GasaActor.h"
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#include "GameFramework/Actor.h"
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#include "GasaEffectActor.generated.h"
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UENUM(BlueprintType)
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enum class EEffectUsagePolicy : uint8
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{
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None = 0 UMETA(Hidden),
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ApplyOnOverlap = bit(0),
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ApplyOnEndOverlap = bit(1),
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DoNotApply = bit(2),
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RemoveOnOverlap = bit(3),
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RemoveOnEndOverlap = bit(4),
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DoNotRemove = bit(5),
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};
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constexpr int32 DefaultEffectUsagePolicy = (int32(EEffectUsagePolicy::DoNotApply) | int32(EEffectUsagePolicy::RemoveOnEndOverlap));
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UCLASS()
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class GASA_API AGasaEffectActor : public AGasaActor
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gameplay Effects")
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TSubclassOf<UGameplayEffect> InstantEffectClass;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gameplay Effects", meta=(Bitmask, BitmaskEnum = EEffectUsagePolicy))
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int32 InstantEffectUsage;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gameplay Effects")
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TSubclassOf<UGameplayEffect> DurationEffectClass;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gameplay Effects", meta=(Bitmask, BitmaskEnum = EEffectUsagePolicy))
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int32 DurationEffectUsage;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gameplay Effects")
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TSubclassOf<UGameplayEffect> InfiniteEffectClass;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gameplay Effects", meta=(Bitmask, BitmaskEnum = EEffectUsagePolicy))
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int32 InfiniteEffectUsage;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gameplay Effects")
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bool bDestroyOnEffectRemoval = false;
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AGasaEffectActor();
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UFUNCTION(BlueprintCallable, Category = "Gameplay Effects")
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void ApplyEffectToActor(AActor* Actor, TSubclassOf<UGameplayEffect> EffectClass );
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UFUNCTION(BlueprintCallable)
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void OnOverlap(AActor* Actor);
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UFUNCTION(BlueprintCallable)
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void OnEndOverlap(AActor* Actor);
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};
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