unitysamples / LyraStarterGame /Source /LyraGame /AbilitySystem /Abilities /LyraGameplayAbility_Death.cpp
| // Copyright Epic Games, Inc. All Rights Reserved. | |
| ULyraGameplayAbility_Death::ULyraGameplayAbility_Death(const FObjectInitializer& ObjectInitializer) | |
| : Super(ObjectInitializer) | |
| { | |
| InstancingPolicy = EGameplayAbilityInstancingPolicy::InstancedPerActor; | |
| NetExecutionPolicy = EGameplayAbilityNetExecutionPolicy::ServerInitiated; | |
| bAutoStartDeath = true; | |
| if (HasAnyFlags(RF_ClassDefaultObject)) | |
| { | |
| // Add the ability trigger tag as default to the CDO. | |
| FAbilityTriggerData TriggerData; | |
| TriggerData.TriggerTag = LyraGameplayTags::GameplayEvent_Death; | |
| TriggerData.TriggerSource = EGameplayAbilityTriggerSource::GameplayEvent; | |
| AbilityTriggers.Add(TriggerData); | |
| } | |
| } | |
| void ULyraGameplayAbility_Death::ActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData) | |
| { | |
| check(ActorInfo); | |
| ULyraAbilitySystemComponent* LyraASC = CastChecked<ULyraAbilitySystemComponent>(ActorInfo->AbilitySystemComponent.Get()); | |
| FGameplayTagContainer AbilityTypesToIgnore; | |
| AbilityTypesToIgnore.AddTag(LyraGameplayTags::Ability_Behavior_SurvivesDeath); | |
| // Cancel all abilities and block others from starting. | |
| LyraASC->CancelAbilities(nullptr, &AbilityTypesToIgnore, this); | |
| SetCanBeCanceled(false); | |
| if (!ChangeActivationGroup(ELyraAbilityActivationGroup::Exclusive_Blocking)) | |
| { | |
| UE_LOG(LogLyraAbilitySystem, Error, TEXT("ULyraGameplayAbility_Death::ActivateAbility: Ability [%s] failed to change activation group to blocking."), *GetName()); | |
| } | |
| if (bAutoStartDeath) | |
| { | |
| StartDeath(); | |
| } | |
| Super::ActivateAbility(Handle, ActorInfo, ActivationInfo, TriggerEventData); | |
| } | |
| void ULyraGameplayAbility_Death::EndAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, bool bReplicateEndAbility, bool bWasCancelled) | |
| { | |
| check(ActorInfo); | |
| // Always try to finish the death when the ability ends in case the ability doesn't. | |
| // This won't do anything if the death hasn't been started. | |
| FinishDeath(); | |
| Super::EndAbility(Handle, ActorInfo, ActivationInfo, bReplicateEndAbility, bWasCancelled); | |
| } | |
| void ULyraGameplayAbility_Death::StartDeath() | |
| { | |
| if (ULyraHealthComponent* HealthComponent = ULyraHealthComponent::FindHealthComponent(GetAvatarActorFromActorInfo())) | |
| { | |
| if (HealthComponent->GetDeathState() == ELyraDeathState::NotDead) | |
| { | |
| HealthComponent->StartDeath(); | |
| } | |
| } | |
| } | |
| void ULyraGameplayAbility_Death::FinishDeath() | |
| { | |
| if (ULyraHealthComponent* HealthComponent = ULyraHealthComponent::FindHealthComponent(GetAvatarActorFromActorInfo())) | |
| { | |
| if (HealthComponent->GetDeathState() == ELyraDeathState::DeathStarted) | |
| { | |
| HealthComponent->FinishDeath(); | |
| } | |
| } | |
| } | |