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#pragma once
#include "Abilities/GameplayAbility.h"
#include "LyraGameplayAbility.generated.h"
#define UE_API LYRAGAME_API
struct FGameplayAbilityActivationInfo;
struct FGameplayAbilitySpec;
struct FGameplayAbilitySpecHandle;
class AActor;
class AController;
class ALyraCharacter;
class ALyraPlayerController;
class APlayerController;
class FText;
class ILyraAbilitySourceInterface;
class UAnimMontage;
class ULyraAbilityCost;
class ULyraAbilitySystemComponent;
class ULyraCameraMode;
class ULyraHeroComponent;
class UObject;
struct FFrame;
struct FGameplayAbilityActorInfo;
struct FGameplayEffectSpec;
struct FGameplayEventData;
/**
* ELyraAbilityActivationPolicy
*
* Defines how an ability is meant to activate.
*/
UENUM(BlueprintType)
enum class ELyraAbilityActivationPolicy : uint8
{
// Try to activate the ability when the input is triggered.
OnInputTriggered,
// Continually try to activate the ability while the input is active.
WhileInputActive,
// Try to activate the ability when an avatar is assigned.
OnSpawn
};
/**
* ELyraAbilityActivationGroup
*
* Defines how an ability activates in relation to other abilities.
*/
UENUM(BlueprintType)
enum class ELyraAbilityActivationGroup : uint8
{
// Ability runs independently of all other abilities.
Independent,
// Ability is canceled and replaced by other exclusive abilities.
Exclusive_Replaceable,
// Ability blocks all other exclusive abilities from activating.
Exclusive_Blocking,
MAX UMETA(Hidden)
};
/** Failure reason that can be used to play an animation montage when a failure occurs */
USTRUCT(BlueprintType)
struct FLyraAbilityMontageFailureMessage
{
GENERATED_BODY()
public:
// Player controller that failed to activate the ability, if the AbilitySystemComponent was player owned
UPROPERTY(BlueprintReadWrite)
TObjectPtr<APlayerController> PlayerController = nullptr;
// Avatar actor that failed to activate the ability
UPROPERTY(BlueprintReadWrite)
TObjectPtr<AActor> AvatarActor = nullptr;
// All the reasons why this ability has failed
UPROPERTY(BlueprintReadWrite)
FGameplayTagContainer FailureTags;
UPROPERTY(BlueprintReadWrite)
TObjectPtr<UAnimMontage> FailureMontage = nullptr;
};
/**
* ULyraGameplayAbility
*
* The base gameplay ability class used by this project.
*/
UCLASS(MinimalAPI, Abstract, HideCategories = Input, Meta = (ShortTooltip = "The base gameplay ability class used by this project."))
class ULyraGameplayAbility : public UGameplayAbility
{
GENERATED_BODY()
friend class ULyraAbilitySystemComponent;
public:
UE_API ULyraGameplayAbility(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
UFUNCTION(BlueprintCallable, Category = "Lyra|Ability")
UE_API ULyraAbilitySystemComponent* GetLyraAbilitySystemComponentFromActorInfo() const;
UFUNCTION(BlueprintCallable, Category = "Lyra|Ability")
UE_API ALyraPlayerController* GetLyraPlayerControllerFromActorInfo() const;
UFUNCTION(BlueprintCallable, Category = "Lyra|Ability")
UE_API AController* GetControllerFromActorInfo() const;
UFUNCTION(BlueprintCallable, Category = "Lyra|Ability")
UE_API ALyraCharacter* GetLyraCharacterFromActorInfo() const;
UFUNCTION(BlueprintCallable, Category = "Lyra|Ability")
UE_API ULyraHeroComponent* GetHeroComponentFromActorInfo() const;
ELyraAbilityActivationPolicy GetActivationPolicy() const { return ActivationPolicy; }
ELyraAbilityActivationGroup GetActivationGroup() const { return ActivationGroup; }
UE_API void TryActivateAbilityOnSpawn(const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilitySpec& Spec) const;
// Returns true if the requested activation group is a valid transition.
UFUNCTION(BlueprintCallable, BlueprintPure = false, Category = "Lyra|Ability", Meta = (ExpandBoolAsExecs = "ReturnValue"))
UE_API bool CanChangeActivationGroup(ELyraAbilityActivationGroup NewGroup) const;
// Tries to change the activation group. Returns true if it successfully changed.
UFUNCTION(BlueprintCallable, BlueprintPure = false, Category = "Lyra|Ability", Meta = (ExpandBoolAsExecs = "ReturnValue"))
UE_API bool ChangeActivationGroup(ELyraAbilityActivationGroup NewGroup);
// Sets the ability's camera mode.
UFUNCTION(BlueprintCallable, Category = "Lyra|Ability")
UE_API void SetCameraMode(TSubclassOf<ULyraCameraMode> CameraMode);
// Clears the ability's camera mode. Automatically called if needed when the ability ends.
UFUNCTION(BlueprintCallable, Category = "Lyra|Ability")
UE_API void ClearCameraMode();
void OnAbilityFailedToActivate(const FGameplayTagContainer& FailedReason) const
{
NativeOnAbilityFailedToActivate(FailedReason);
ScriptOnAbilityFailedToActivate(FailedReason);
}
protected:
// Called when the ability fails to activate
UE_API virtual void NativeOnAbilityFailedToActivate(const FGameplayTagContainer& FailedReason) const;
// Called when the ability fails to activate
UFUNCTION(BlueprintImplementableEvent)
UE_API void ScriptOnAbilityFailedToActivate(const FGameplayTagContainer& FailedReason) const;
//~UGameplayAbility interface
UE_API virtual bool CanActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayTagContainer* SourceTags, const FGameplayTagContainer* TargetTags, FGameplayTagContainer* OptionalRelevantTags) const override;
UE_API virtual void SetCanBeCanceled(bool bCanBeCanceled) override;
UE_API virtual void OnGiveAbility(const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilitySpec& Spec) override;
UE_API virtual void OnRemoveAbility(const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilitySpec& Spec) override;
UE_API virtual void ActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData) override;
UE_API virtual void EndAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, bool bReplicateEndAbility, bool bWasCancelled) override;
UE_API virtual bool CheckCost(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, OUT FGameplayTagContainer* OptionalRelevantTags = nullptr) const override;
UE_API virtual void ApplyCost(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo) const override;
UE_API virtual FGameplayEffectContextHandle MakeEffectContext(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo) const override;
UE_API virtual void ApplyAbilityTagsToGameplayEffectSpec(FGameplayEffectSpec& Spec, FGameplayAbilitySpec* AbilitySpec) const override;
UE_API virtual bool DoesAbilitySatisfyTagRequirements(const UAbilitySystemComponent& AbilitySystemComponent, const FGameplayTagContainer* SourceTags = nullptr, const FGameplayTagContainer* TargetTags = nullptr, OUT FGameplayTagContainer* OptionalRelevantTags = nullptr) const override;
//~End of UGameplayAbility interface
UE_API virtual void OnPawnAvatarSet();
UE_API virtual void GetAbilitySource(FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, float& OutSourceLevel, const ILyraAbilitySourceInterface*& OutAbilitySource, AActor*& OutEffectCauser) const;
/** Called when this ability is granted to the ability system component. */
UFUNCTION(BlueprintImplementableEvent, Category = Ability, DisplayName = "OnAbilityAdded")
UE_API void K2_OnAbilityAdded();
/** Called when this ability is removed from the ability system component. */
UFUNCTION(BlueprintImplementableEvent, Category = Ability, DisplayName = "OnAbilityRemoved")
UE_API void K2_OnAbilityRemoved();
/** Called when the ability system is initialized with a pawn avatar. */
UFUNCTION(BlueprintImplementableEvent, Category = Ability, DisplayName = "OnPawnAvatarSet")
UE_API void K2_OnPawnAvatarSet();
protected:
// Defines how this ability is meant to activate.
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Ability Activation")
ELyraAbilityActivationPolicy ActivationPolicy;
// Defines the relationship between this ability activating and other abilities activating.
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Ability Activation")
ELyraAbilityActivationGroup ActivationGroup;
// Additional costs that must be paid to activate this ability
UPROPERTY(EditDefaultsOnly, Instanced, Category = Costs)
TArray<TObjectPtr<ULyraAbilityCost>> AdditionalCosts;
// Map of failure tags to simple error messages
UPROPERTY(EditDefaultsOnly, Category = "Advanced")
TMap<FGameplayTag, FText> FailureTagToUserFacingMessages;
// Map of failure tags to anim montages that should be played with them
UPROPERTY(EditDefaultsOnly, Category = "Advanced")
TMap<FGameplayTag, TObjectPtr<UAnimMontage>> FailureTagToAnimMontage;
// If true, extra information should be logged when this ability is canceled. This is temporary, used for tracking a bug.
UPROPERTY(EditDefaultsOnly, Category = "Advanced")
bool bLogCancelation;
// Current camera mode set by the ability.
TSubclassOf<ULyraCameraMode> ActiveCameraMode;
};
#undef UE_API
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