File size: 2,441 Bytes
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 | // Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "ActiveGameplayEffectHandle.h"
#include "Subsystems/WorldSubsystem.h"
#include "GameplayAbilitySpecHandle.h"
#include "Templates/SubclassOf.h"
#include "LyraGlobalAbilitySystem.generated.h"
class UGameplayAbility;
class UGameplayEffect;
class ULyraAbilitySystemComponent;
class UObject;
struct FActiveGameplayEffectHandle;
struct FFrame;
struct FGameplayAbilitySpecHandle;
USTRUCT()
struct FGlobalAppliedAbilityList
{
GENERATED_BODY()
UPROPERTY()
TMap<TObjectPtr<ULyraAbilitySystemComponent>, FGameplayAbilitySpecHandle> Handles;
void AddToASC(TSubclassOf<UGameplayAbility> Ability, ULyraAbilitySystemComponent* ASC);
void RemoveFromASC(ULyraAbilitySystemComponent* ASC);
void RemoveFromAll();
};
USTRUCT()
struct FGlobalAppliedEffectList
{
GENERATED_BODY()
UPROPERTY()
TMap<TObjectPtr<ULyraAbilitySystemComponent>, FActiveGameplayEffectHandle> Handles;
void AddToASC(TSubclassOf<UGameplayEffect> Effect, ULyraAbilitySystemComponent* ASC);
void RemoveFromASC(ULyraAbilitySystemComponent* ASC);
void RemoveFromAll();
};
UCLASS()
class ULyraGlobalAbilitySystem : public UWorldSubsystem
{
GENERATED_BODY()
public:
ULyraGlobalAbilitySystem();
UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category="Lyra")
void ApplyAbilityToAll(TSubclassOf<UGameplayAbility> Ability);
UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category="Lyra")
void ApplyEffectToAll(TSubclassOf<UGameplayEffect> Effect);
UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category = "Lyra")
void RemoveAbilityFromAll(TSubclassOf<UGameplayAbility> Ability);
UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category = "Lyra")
void RemoveEffectFromAll(TSubclassOf<UGameplayEffect> Effect);
/** Register an ASC with global system and apply any active global effects/abilities. */
void RegisterASC(ULyraAbilitySystemComponent* ASC);
/** Removes an ASC from the global system, along with any active global effects/abilities. */
void UnregisterASC(ULyraAbilitySystemComponent* ASC);
private:
UPROPERTY()
TMap<TSubclassOf<UGameplayAbility>, FGlobalAppliedAbilityList> AppliedAbilities;
UPROPERTY()
TMap<TSubclassOf<UGameplayEffect>, FGlobalAppliedEffectList> AppliedEffects;
UPROPERTY()
TArray<TObjectPtr<ULyraAbilitySystemComponent>> RegisteredASCs;
};
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