GASATHON/Project/Source/Gasa/AbilitySystem/GasaAbilitySystemComponent.h

29 lines
858 B
C++

#pragma once
#include "AbilitySystemComponent.h"
#include "GasaCommon.h"
#include "GasaAbilitySystemComponent.generated.h"
DECLARE_MULTICAST_DELEGATE_OneParam(FEffectAssetTagsSig, FGameplayTagContainer const& /*Tags*/);
UCLASS(BlueprintType)
class GASA_API UGasaAbilitySystemComp : public UAbilitySystemComponent
{
GENERATED_BODY()
public:
FEffectAssetTagsSig Event_OnEffectAppliedAssetTags;
// TODO(Ed): If hes only using this to bind the EffectApplied to a delegate, then just use the init override instead.
void OnAbilityActorInfoSet();
void EffectApplied(UAbilitySystemComponent* AbilitySystem, FGameplayEffectSpec const& Spec, FActiveGameplayEffectHandle ActiveEffect);
#pragma region AbilitySystemComponent
void InitAbilityActorInfo(AActor* InOwnerActor, AActor* InAvatarActor) override;
#pragma endregion AbilitySystemComponent
};