unitysamples / LyraStarterGame /Source /LyraGame /AbilitySystem /Abilities /LyraGameplayAbility_Reset.cpp
| // Copyright Epic Games, Inc. All Rights Reserved. | |
| ULyraGameplayAbility_Reset::ULyraGameplayAbility_Reset(const FObjectInitializer& ObjectInitializer) | |
| : Super(ObjectInitializer) | |
| { | |
| InstancingPolicy = EGameplayAbilityInstancingPolicy::InstancedPerActor; | |
| NetExecutionPolicy = EGameplayAbilityNetExecutionPolicy::ServerInitiated; | |
| if (HasAnyFlags(RF_ClassDefaultObject)) | |
| { | |
| // Add the ability trigger tag as default to the CDO. | |
| FAbilityTriggerData TriggerData; | |
| TriggerData.TriggerTag = LyraGameplayTags::GameplayEvent_RequestReset; | |
| TriggerData.TriggerSource = EGameplayAbilityTriggerSource::GameplayEvent; | |
| AbilityTriggers.Add(TriggerData); | |
| } | |
| } | |
| void ULyraGameplayAbility_Reset::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); | |
| // Execute the reset from the character | |
| if (ALyraCharacter* LyraChar = Cast<ALyraCharacter>(CurrentActorInfo->AvatarActor.Get())) | |
| { | |
| LyraChar->Reset(); | |
| } | |
| // Let others know a reset has occurred | |
| FLyraPlayerResetMessage Message; | |
| Message.OwnerPlayerState = CurrentActorInfo->OwnerActor.Get(); | |
| UGameplayMessageSubsystem& MessageSystem = UGameplayMessageSubsystem::Get(this); | |
| MessageSystem.BroadcastMessage(LyraGameplayTags::GameplayEvent_Reset, Message); | |
| Super::ActivateAbility(Handle, ActorInfo, ActivationInfo, TriggerEventData); | |
| const bool bReplicateEndAbility = true; | |
| const bool bWasCanceled = false; | |
| EndAbility(CurrentSpecHandle, CurrentActorInfo, CurrentActivationInfo, bReplicateEndAbility, bWasCanceled); | |
| } | |