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1e67697 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 | // Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "ActiveGameplayEffectHandle.h"
#include "Engine/DataAsset.h"
#include "AttributeSet.h"
#include "GameplayTagContainer.h"
#include "GameplayAbilitySpecHandle.h"
#include "LyraAbilitySet.generated.h"
class UAttributeSet;
class UGameplayEffect;
class ULyraAbilitySystemComponent;
class ULyraGameplayAbility;
class UObject;
/**
* FLyraAbilitySet_GameplayAbility
*
* Data used by the ability set to grant gameplay abilities.
*/
USTRUCT(BlueprintType)
struct FLyraAbilitySet_GameplayAbility
{
GENERATED_BODY()
public:
// Gameplay ability to grant.
UPROPERTY(EditDefaultsOnly)
TSubclassOf<ULyraGameplayAbility> Ability = nullptr;
// Level of ability to grant.
UPROPERTY(EditDefaultsOnly)
int32 AbilityLevel = 1;
// Tag used to process input for the ability.
UPROPERTY(EditDefaultsOnly, Meta = (Categories = "InputTag"))
FGameplayTag InputTag;
};
/**
* FLyraAbilitySet_GameplayEffect
*
* Data used by the ability set to grant gameplay effects.
*/
USTRUCT(BlueprintType)
struct FLyraAbilitySet_GameplayEffect
{
GENERATED_BODY()
public:
// Gameplay effect to grant.
UPROPERTY(EditDefaultsOnly)
TSubclassOf<UGameplayEffect> GameplayEffect = nullptr;
// Level of gameplay effect to grant.
UPROPERTY(EditDefaultsOnly)
float EffectLevel = 1.0f;
};
/**
* FLyraAbilitySet_AttributeSet
*
* Data used by the ability set to grant attribute sets.
*/
USTRUCT(BlueprintType)
struct FLyraAbilitySet_AttributeSet
{
GENERATED_BODY()
public:
// Gameplay effect to grant.
UPROPERTY(EditDefaultsOnly)
TSubclassOf<UAttributeSet> AttributeSet;
};
/**
* FLyraAbilitySet_GrantedHandles
*
* Data used to store handles to what has been granted by the ability set.
*/
USTRUCT(BlueprintType)
struct FLyraAbilitySet_GrantedHandles
{
GENERATED_BODY()
public:
void AddAbilitySpecHandle(const FGameplayAbilitySpecHandle& Handle);
void AddGameplayEffectHandle(const FActiveGameplayEffectHandle& Handle);
void AddAttributeSet(UAttributeSet* Set);
void TakeFromAbilitySystem(ULyraAbilitySystemComponent* LyraASC);
protected:
// Handles to the granted abilities.
UPROPERTY()
TArray<FGameplayAbilitySpecHandle> AbilitySpecHandles;
// Handles to the granted gameplay effects.
UPROPERTY()
TArray<FActiveGameplayEffectHandle> GameplayEffectHandles;
// Pointers to the granted attribute sets
UPROPERTY()
TArray<TObjectPtr<UAttributeSet>> GrantedAttributeSets;
};
/**
* ULyraAbilitySet
*
* Non-mutable data asset used to grant gameplay abilities and gameplay effects.
*/
UCLASS(BlueprintType, Const)
class ULyraAbilitySet : public UPrimaryDataAsset
{
GENERATED_BODY()
public:
ULyraAbilitySet(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
// Grants the ability set to the specified ability system component.
// The returned handles can be used later to take away anything that was granted.
void GiveToAbilitySystem(ULyraAbilitySystemComponent* LyraASC, FLyraAbilitySet_GrantedHandles* OutGrantedHandles, UObject* SourceObject = nullptr) const;
protected:
// Gameplay abilities to grant when this ability set is granted.
UPROPERTY(EditDefaultsOnly, Category = "Gameplay Abilities", meta=(TitleProperty=Ability))
TArray<FLyraAbilitySet_GameplayAbility> GrantedGameplayAbilities;
// Gameplay effects to grant when this ability set is granted.
UPROPERTY(EditDefaultsOnly, Category = "Gameplay Effects", meta=(TitleProperty=GameplayEffect))
TArray<FLyraAbilitySet_GameplayEffect> GrantedGameplayEffects;
// Attribute sets to grant when this ability set is granted.
UPROPERTY(EditDefaultsOnly, Category = "Attribute Sets", meta=(TitleProperty=AttributeSet))
TArray<FLyraAbilitySet_AttributeSet> GrantedAttributes;
};
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