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#include "LyraAbilitySet.h"
#include "AbilitySystem/Abilities/LyraGameplayAbility.h"
#include "LyraAbilitySystemComponent.h"
#include "LyraLogChannels.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraAbilitySet)
void FLyraAbilitySet_GrantedHandles::AddAbilitySpecHandle(const FGameplayAbilitySpecHandle& Handle)
{
if (Handle.IsValid())
{
AbilitySpecHandles.Add(Handle);
}
}
void FLyraAbilitySet_GrantedHandles::AddGameplayEffectHandle(const FActiveGameplayEffectHandle& Handle)
{
if (Handle.IsValid())
{
GameplayEffectHandles.Add(Handle);
}
}
void FLyraAbilitySet_GrantedHandles::AddAttributeSet(UAttributeSet* Set)
{
GrantedAttributeSets.Add(Set);
}
void FLyraAbilitySet_GrantedHandles::TakeFromAbilitySystem(ULyraAbilitySystemComponent* LyraASC)
{
check(LyraASC);
if (!LyraASC->IsOwnerActorAuthoritative())
{
// Must be authoritative to give or take ability sets.
return;
}
for (const FGameplayAbilitySpecHandle& Handle : AbilitySpecHandles)
{
if (Handle.IsValid())
{
LyraASC->ClearAbility(Handle);
}
}
for (const FActiveGameplayEffectHandle& Handle : GameplayEffectHandles)
{
if (Handle.IsValid())
{
LyraASC->RemoveActiveGameplayEffect(Handle);
}
}
for (UAttributeSet* Set : GrantedAttributeSets)
{
LyraASC->RemoveSpawnedAttribute(Set);
}
AbilitySpecHandles.Reset();
GameplayEffectHandles.Reset();
GrantedAttributeSets.Reset();
}
ULyraAbilitySet::ULyraAbilitySet(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
void ULyraAbilitySet::GiveToAbilitySystem(ULyraAbilitySystemComponent* LyraASC, FLyraAbilitySet_GrantedHandles* OutGrantedHandles, UObject* SourceObject) const
{
check(LyraASC);
if (!LyraASC->IsOwnerActorAuthoritative())
{
// Must be authoritative to give or take ability sets.
return;
}
// Grant the attribute sets.
for (int32 SetIndex = 0; SetIndex < GrantedAttributes.Num(); ++SetIndex)
{
const FLyraAbilitySet_AttributeSet& SetToGrant = GrantedAttributes[SetIndex];
if (!IsValid(SetToGrant.AttributeSet))
{
UE_LOG(LogLyraAbilitySystem, Error, TEXT("GrantedAttributes[%d] on ability set [%s] is not valid"), SetIndex, *GetNameSafe(this));
continue;
}
UAttributeSet* NewSet = NewObject<UAttributeSet>(LyraASC->GetOwner(), SetToGrant.AttributeSet);
LyraASC->AddAttributeSetSubobject(NewSet);
if (OutGrantedHandles)
{
OutGrantedHandles->AddAttributeSet(NewSet);
}
}
// Grant the gameplay abilities.
for (int32 AbilityIndex = 0; AbilityIndex < GrantedGameplayAbilities.Num(); ++AbilityIndex)
{
const FLyraAbilitySet_GameplayAbility& AbilityToGrant = GrantedGameplayAbilities[AbilityIndex];
if (!IsValid(AbilityToGrant.Ability))
{
UE_LOG(LogLyraAbilitySystem, Error, TEXT("GrantedGameplayAbilities[%d] on ability set [%s] is not valid."), AbilityIndex, *GetNameSafe(this));
continue;
}
ULyraGameplayAbility* AbilityCDO = AbilityToGrant.Ability->GetDefaultObject<ULyraGameplayAbility>();
FGameplayAbilitySpec AbilitySpec(AbilityCDO, AbilityToGrant.AbilityLevel);
AbilitySpec.SourceObject = SourceObject;
AbilitySpec.GetDynamicSpecSourceTags().AddTag(AbilityToGrant.InputTag);
const FGameplayAbilitySpecHandle AbilitySpecHandle = LyraASC->GiveAbility(AbilitySpec);
if (OutGrantedHandles)
{
OutGrantedHandles->AddAbilitySpecHandle(AbilitySpecHandle);
}
}
// Grant the gameplay effects.
for (int32 EffectIndex = 0; EffectIndex < GrantedGameplayEffects.Num(); ++EffectIndex)
{
const FLyraAbilitySet_GameplayEffect& EffectToGrant = GrantedGameplayEffects[EffectIndex];
if (!IsValid(EffectToGrant.GameplayEffect))
{
UE_LOG(LogLyraAbilitySystem, Error, TEXT("GrantedGameplayEffects[%d] on ability set [%s] is not valid"), EffectIndex, *GetNameSafe(this));
continue;
}
const UGameplayEffect* GameplayEffect = EffectToGrant.GameplayEffect->GetDefaultObject<UGameplayEffect>();
const FActiveGameplayEffectHandle GameplayEffectHandle = LyraASC->ApplyGameplayEffectToSelf(GameplayEffect, EffectToGrant.EffectLevel, LyraASC->MakeEffectContext());
if (OutGrantedHandles)
{
OutGrantedHandles->AddGameplayEffectHandle(GameplayEffectHandle);
}
}
}
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