File size: 2,444 Bytes
7fd553e | 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 | // Copyright Epic Games, Inc. All Rights Reserved.
#include "LyraGamePhaseAbility.h"
#include "AbilitySystemComponent.h"
#include "Engine/World.h"
#include "LyraGamePhaseSubsystem.h"
#if WITH_EDITOR
#include "Misc/DataValidation.h"
#endif
#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraGamePhaseAbility)
#define LOCTEXT_NAMESPACE "ULyraGamePhaseAbility"
ULyraGamePhaseAbility::ULyraGamePhaseAbility(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
ReplicationPolicy = EGameplayAbilityReplicationPolicy::ReplicateNo;
InstancingPolicy = EGameplayAbilityInstancingPolicy::InstancedPerActor;
NetExecutionPolicy = EGameplayAbilityNetExecutionPolicy::ServerInitiated;
NetSecurityPolicy = EGameplayAbilityNetSecurityPolicy::ServerOnly;
}
void ULyraGamePhaseAbility::ActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData)
{
if (ActorInfo->IsNetAuthority())
{
UWorld* World = ActorInfo->AbilitySystemComponent->GetWorld();
ULyraGamePhaseSubsystem* PhaseSubsystem = UWorld::GetSubsystem<ULyraGamePhaseSubsystem>(World);
PhaseSubsystem->OnBeginPhase(this, Handle);
}
Super::ActivateAbility(Handle, ActorInfo, ActivationInfo, TriggerEventData);
}
void ULyraGamePhaseAbility::EndAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, bool bReplicateEndAbility, bool bWasCancelled)
{
if (ActorInfo->IsNetAuthority())
{
UWorld* World = ActorInfo->AbilitySystemComponent->GetWorld();
ULyraGamePhaseSubsystem* PhaseSubsystem = UWorld::GetSubsystem<ULyraGamePhaseSubsystem>(World);
PhaseSubsystem->OnEndPhase(this, Handle);
}
Super::EndAbility(Handle, ActorInfo, ActivationInfo, bReplicateEndAbility, bWasCancelled);
}
#if WITH_EDITOR
EDataValidationResult ULyraGamePhaseAbility::IsDataValid(FDataValidationContext& Context) const
{
EDataValidationResult Result = CombineDataValidationResults(Super::IsDataValid(Context), EDataValidationResult::Valid);
if (!GamePhaseTag.IsValid())
{
Result = EDataValidationResult::Invalid;
Context.AddError(LOCTEXT("GamePhaseTagNotSet", "GamePhaseTag must be set to a tag representing the current phase."));
}
return Result;
}
#endif
#undef LOCTEXT_NAMESPACE
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