29 lines
858 B
C++
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
|
|
};
|