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| #include "LyraAbilitySystemComponent.h"
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|
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| #include "AbilitySystem/Abilities/LyraGameplayAbility.h"
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| #include "AbilitySystem/LyraAbilityTagRelationshipMapping.h"
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| #include "Animation/LyraAnimInstance.h"
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| #include "Engine/World.h"
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| #include "GameFramework/Pawn.h"
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| #include "LyraGlobalAbilitySystem.h"
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| #include "LyraLogChannels.h"
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| #include "System/LyraAssetManager.h"
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| #include "System/LyraGameData.h"
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|
|
| #include UE_INLINE_GENERATED_CPP_BY_NAME(LyraAbilitySystemComponent)
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|
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| UE_DEFINE_GAMEPLAY_TAG(TAG_Gameplay_AbilityInputBlocked, "Gameplay.AbilityInputBlocked");
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|
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| ULyraAbilitySystemComponent::ULyraAbilitySystemComponent(const FObjectInitializer& ObjectInitializer)
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| : Super(ObjectInitializer)
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| {
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| InputPressedSpecHandles.Reset();
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| InputReleasedSpecHandles.Reset();
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| InputHeldSpecHandles.Reset();
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|
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| FMemory::Memset(ActivationGroupCounts, 0, sizeof(ActivationGroupCounts));
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| }
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|
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| void ULyraAbilitySystemComponent::EndPlay(const EEndPlayReason::Type EndPlayReason)
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| {
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| if (ULyraGlobalAbilitySystem* GlobalAbilitySystem = UWorld::GetSubsystem<ULyraGlobalAbilitySystem>(GetWorld()))
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| {
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| GlobalAbilitySystem->UnregisterASC(this);
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| }
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|
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| Super::EndPlay(EndPlayReason);
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| }
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|
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| void ULyraAbilitySystemComponent::InitAbilityActorInfo(AActor* InOwnerActor, AActor* InAvatarActor)
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| {
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| FGameplayAbilityActorInfo* ActorInfo = AbilityActorInfo.Get();
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| check(ActorInfo);
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| check(InOwnerActor);
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|
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| const bool bHasNewPawnAvatar = Cast<APawn>(InAvatarActor) && (InAvatarActor != ActorInfo->AvatarActor);
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|
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| Super::InitAbilityActorInfo(InOwnerActor, InAvatarActor);
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|
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| if (bHasNewPawnAvatar)
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| {
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|
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| for (const FGameplayAbilitySpec& AbilitySpec : ActivatableAbilities.Items)
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| {
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| PRAGMA_DISABLE_DEPRECATION_WARNINGS
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| ensureMsgf(AbilitySpec.Ability && AbilitySpec.Ability->GetInstancingPolicy() != EGameplayAbilityInstancingPolicy::NonInstanced, TEXT("InitAbilityActorInfo: All Abilities should be Instanced (NonInstanced is being deprecated due to usability issues)."));
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| PRAGMA_ENABLE_DEPRECATION_WARNINGS
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|
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| TArray<UGameplayAbility*> Instances = AbilitySpec.GetAbilityInstances();
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| for (UGameplayAbility* AbilityInstance : Instances)
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| {
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| ULyraGameplayAbility* LyraAbilityInstance = Cast<ULyraGameplayAbility>(AbilityInstance);
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| if (LyraAbilityInstance)
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| {
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|
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| LyraAbilityInstance->OnPawnAvatarSet();
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| }
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| }
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| }
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| if (ULyraGlobalAbilitySystem* GlobalAbilitySystem = UWorld::GetSubsystem<ULyraGlobalAbilitySystem>(GetWorld()))
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| {
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| GlobalAbilitySystem->RegisterASC(this);
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| }
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|
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| if (ULyraAnimInstance* LyraAnimInst = Cast<ULyraAnimInstance>(ActorInfo->GetAnimInstance()))
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| {
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| LyraAnimInst->InitializeWithAbilitySystem(this);
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| }
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| TryActivateAbilitiesOnSpawn();
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| }
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| }
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| void ULyraAbilitySystemComponent::TryActivateAbilitiesOnSpawn()
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| {
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| ABILITYLIST_SCOPE_LOCK();
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| for (const FGameplayAbilitySpec& AbilitySpec : ActivatableAbilities.Items)
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| {
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| if (const ULyraGameplayAbility* LyraAbilityCDO = Cast<ULyraGameplayAbility>(AbilitySpec.Ability))
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| {
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| LyraAbilityCDO->TryActivateAbilityOnSpawn(AbilityActorInfo.Get(), AbilitySpec);
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| }
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| }
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| }
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|
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| void ULyraAbilitySystemComponent::CancelAbilitiesByFunc(TShouldCancelAbilityFunc ShouldCancelFunc, bool bReplicateCancelAbility)
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| {
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| ABILITYLIST_SCOPE_LOCK();
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| for (const FGameplayAbilitySpec& AbilitySpec : ActivatableAbilities.Items)
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| {
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| if (!AbilitySpec.IsActive())
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| {
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| continue;
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| }
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|
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| ULyraGameplayAbility* LyraAbilityCDO = Cast<ULyraGameplayAbility>(AbilitySpec.Ability);
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| if (!LyraAbilityCDO)
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| {
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| UE_LOG(LogLyraAbilitySystem, Error, TEXT("CancelAbilitiesByFunc: Non-LyraGameplayAbility %s was Granted to ASC. Skipping."), *AbilitySpec.Ability.GetName());
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| continue;
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| }
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| PRAGMA_DISABLE_DEPRECATION_WARNINGS
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| ensureMsgf(AbilitySpec.Ability->GetInstancingPolicy() != EGameplayAbilityInstancingPolicy::NonInstanced, TEXT("CancelAbilitiesByFunc: All Abilities should be Instanced (NonInstanced is being deprecated due to usability issues)."));
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| PRAGMA_ENABLE_DEPRECATION_WARNINGS
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| TArray<UGameplayAbility*> Instances = AbilitySpec.GetAbilityInstances();
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| for (UGameplayAbility* AbilityInstance : Instances)
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| {
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| ULyraGameplayAbility* LyraAbilityInstance = CastChecked<ULyraGameplayAbility>(AbilityInstance);
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|
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| if (ShouldCancelFunc(LyraAbilityInstance, AbilitySpec.Handle))
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| {
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| if (LyraAbilityInstance->CanBeCanceled())
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| {
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| LyraAbilityInstance->CancelAbility(AbilitySpec.Handle, AbilityActorInfo.Get(), LyraAbilityInstance->GetCurrentActivationInfo(), bReplicateCancelAbility);
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| }
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| else
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| {
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| UE_LOG(LogLyraAbilitySystem, Error, TEXT("CancelAbilitiesByFunc: Can't cancel ability [%s] because CanBeCanceled is false."), *LyraAbilityInstance->GetName());
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| }
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| }
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| }
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| }
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| }
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| void ULyraAbilitySystemComponent::CancelInputActivatedAbilities(bool bReplicateCancelAbility)
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| {
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| auto ShouldCancelFunc = [this](const ULyraGameplayAbility* LyraAbility, FGameplayAbilitySpecHandle Handle)
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| {
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| const ELyraAbilityActivationPolicy ActivationPolicy = LyraAbility->GetActivationPolicy();
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| return ((ActivationPolicy == ELyraAbilityActivationPolicy::OnInputTriggered) || (ActivationPolicy == ELyraAbilityActivationPolicy::WhileInputActive));
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| };
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|
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| CancelAbilitiesByFunc(ShouldCancelFunc, bReplicateCancelAbility);
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| }
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|
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| void ULyraAbilitySystemComponent::AbilitySpecInputPressed(FGameplayAbilitySpec& Spec)
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| {
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| Super::AbilitySpecInputPressed(Spec);
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| if (Spec.IsActive())
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| {
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| PRAGMA_DISABLE_DEPRECATION_WARNINGS
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| const UGameplayAbility* Instance = Spec.GetPrimaryInstance();
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| FPredictionKey OriginalPredictionKey = Instance ? Instance->GetCurrentActivationInfo().GetActivationPredictionKey() : Spec.ActivationInfo.GetActivationPredictionKey();
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| PRAGMA_ENABLE_DEPRECATION_WARNINGS
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| InvokeReplicatedEvent(EAbilityGenericReplicatedEvent::InputPressed, Spec.Handle, OriginalPredictionKey);
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| }
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| }
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|
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| void ULyraAbilitySystemComponent::AbilitySpecInputReleased(FGameplayAbilitySpec& Spec)
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| {
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| Super::AbilitySpecInputReleased(Spec);
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|
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| if (Spec.IsActive())
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| {
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| PRAGMA_DISABLE_DEPRECATION_WARNINGS
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| const UGameplayAbility* Instance = Spec.GetPrimaryInstance();
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| FPredictionKey OriginalPredictionKey = Instance ? Instance->GetCurrentActivationInfo().GetActivationPredictionKey() : Spec.ActivationInfo.GetActivationPredictionKey();
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| PRAGMA_ENABLE_DEPRECATION_WARNINGS
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| InvokeReplicatedEvent(EAbilityGenericReplicatedEvent::InputReleased, Spec.Handle, OriginalPredictionKey);
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| }
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| }
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|
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| void ULyraAbilitySystemComponent::AbilityInputTagPressed(const FGameplayTag& InputTag)
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| {
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| if (InputTag.IsValid())
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| {
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| for (const FGameplayAbilitySpec& AbilitySpec : ActivatableAbilities.Items)
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| {
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| if (AbilitySpec.Ability && (AbilitySpec.GetDynamicSpecSourceTags().HasTagExact(InputTag)))
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| {
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| InputPressedSpecHandles.AddUnique(AbilitySpec.Handle);
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| InputHeldSpecHandles.AddUnique(AbilitySpec.Handle);
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| }
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| }
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| }
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| }
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|
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| void ULyraAbilitySystemComponent::AbilityInputTagReleased(const FGameplayTag& InputTag)
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| {
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| if (InputTag.IsValid())
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| {
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| for (const FGameplayAbilitySpec& AbilitySpec : ActivatableAbilities.Items)
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| {
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| if (AbilitySpec.Ability && (AbilitySpec.GetDynamicSpecSourceTags().HasTagExact(InputTag)))
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| {
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| InputReleasedSpecHandles.AddUnique(AbilitySpec.Handle);
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| InputHeldSpecHandles.Remove(AbilitySpec.Handle);
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| }
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| }
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| }
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| }
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|
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| void ULyraAbilitySystemComponent::ProcessAbilityInput(float DeltaTime, bool bGamePaused)
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| {
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| if (HasMatchingGameplayTag(TAG_Gameplay_AbilityInputBlocked))
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| {
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| ClearAbilityInput();
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| return;
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| }
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|
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| static TArray<FGameplayAbilitySpecHandle> AbilitiesToActivate;
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| AbilitiesToActivate.Reset();
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| for (const FGameplayAbilitySpecHandle& SpecHandle : InputHeldSpecHandles)
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| {
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| if (const FGameplayAbilitySpec* AbilitySpec = FindAbilitySpecFromHandle(SpecHandle))
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| {
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| if (AbilitySpec->Ability && !AbilitySpec->IsActive())
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| {
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| const ULyraGameplayAbility* LyraAbilityCDO = Cast<ULyraGameplayAbility>(AbilitySpec->Ability);
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| if (LyraAbilityCDO && LyraAbilityCDO->GetActivationPolicy() == ELyraAbilityActivationPolicy::WhileInputActive)
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| {
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| AbilitiesToActivate.AddUnique(AbilitySpec->Handle);
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| }
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| }
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| }
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| }
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| for (const FGameplayAbilitySpecHandle& SpecHandle : InputPressedSpecHandles)
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| {
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| if (FGameplayAbilitySpec* AbilitySpec = FindAbilitySpecFromHandle(SpecHandle))
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| {
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| if (AbilitySpec->Ability)
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| {
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| AbilitySpec->InputPressed = true;
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|
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| if (AbilitySpec->IsActive())
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| {
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|
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| AbilitySpecInputPressed(*AbilitySpec);
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| }
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| else
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| {
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| const ULyraGameplayAbility* LyraAbilityCDO = Cast<ULyraGameplayAbility>(AbilitySpec->Ability);
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|
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| if (LyraAbilityCDO && LyraAbilityCDO->GetActivationPolicy() == ELyraAbilityActivationPolicy::OnInputTriggered)
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| {
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| AbilitiesToActivate.AddUnique(AbilitySpec->Handle);
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| }
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| }
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| }
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| }
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| }
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| for (const FGameplayAbilitySpecHandle& AbilitySpecHandle : AbilitiesToActivate)
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| {
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| TryActivateAbility(AbilitySpecHandle);
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| }
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|
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|
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|
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| for (const FGameplayAbilitySpecHandle& SpecHandle : InputReleasedSpecHandles)
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| {
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| if (FGameplayAbilitySpec* AbilitySpec = FindAbilitySpecFromHandle(SpecHandle))
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| {
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| if (AbilitySpec->Ability)
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| {
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| AbilitySpec->InputPressed = false;
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|
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| if (AbilitySpec->IsActive())
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| {
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|
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| AbilitySpecInputReleased(*AbilitySpec);
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| }
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| }
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| }
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| }
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| InputPressedSpecHandles.Reset();
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| InputReleasedSpecHandles.Reset();
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| }
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|
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| void ULyraAbilitySystemComponent::ClearAbilityInput()
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| {
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| InputPressedSpecHandles.Reset();
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| InputReleasedSpecHandles.Reset();
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| InputHeldSpecHandles.Reset();
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| }
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|
|
| void ULyraAbilitySystemComponent::NotifyAbilityActivated(const FGameplayAbilitySpecHandle Handle, UGameplayAbility* Ability)
|
| {
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| Super::NotifyAbilityActivated(Handle, Ability);
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|
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| if (ULyraGameplayAbility* LyraAbility = Cast<ULyraGameplayAbility>(Ability))
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| {
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| AddAbilityToActivationGroup(LyraAbility->GetActivationGroup(), LyraAbility);
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| }
|
| }
|
|
|
| void ULyraAbilitySystemComponent::NotifyAbilityFailed(const FGameplayAbilitySpecHandle Handle, UGameplayAbility* Ability, const FGameplayTagContainer& FailureReason)
|
| {
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| Super::NotifyAbilityFailed(Handle, Ability, FailureReason);
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|
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| if (APawn* Avatar = Cast<APawn>(GetAvatarActor()))
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| {
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| if (!Avatar->IsLocallyControlled() && Ability->IsSupportedForNetworking())
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| {
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| ClientNotifyAbilityFailed(Ability, FailureReason);
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| return;
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| }
|
| }
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|
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| HandleAbilityFailed(Ability, FailureReason);
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| }
|
|
|
| void ULyraAbilitySystemComponent::NotifyAbilityEnded(FGameplayAbilitySpecHandle Handle, UGameplayAbility* Ability, bool bWasCancelled)
|
| {
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| Super::NotifyAbilityEnded(Handle, Ability, bWasCancelled);
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|
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| if (ULyraGameplayAbility* LyraAbility = Cast<ULyraGameplayAbility>(Ability))
|
| {
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| RemoveAbilityFromActivationGroup(LyraAbility->GetActivationGroup(), LyraAbility);
|
| }
|
| }
|
|
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| void ULyraAbilitySystemComponent::ApplyAbilityBlockAndCancelTags(const FGameplayTagContainer& AbilityTags, UGameplayAbility* RequestingAbility, bool bEnableBlockTags, const FGameplayTagContainer& BlockTags, bool bExecuteCancelTags, const FGameplayTagContainer& CancelTags)
|
| {
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| FGameplayTagContainer ModifiedBlockTags = BlockTags;
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| FGameplayTagContainer ModifiedCancelTags = CancelTags;
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|
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| if (TagRelationshipMapping)
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| {
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|
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| TagRelationshipMapping->GetAbilityTagsToBlockAndCancel(AbilityTags, &ModifiedBlockTags, &ModifiedCancelTags);
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| }
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|
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| Super::ApplyAbilityBlockAndCancelTags(AbilityTags, RequestingAbility, bEnableBlockTags, ModifiedBlockTags, bExecuteCancelTags, ModifiedCancelTags);
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|
|
|
|
| }
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|
|
| void ULyraAbilitySystemComponent::HandleChangeAbilityCanBeCanceled(const FGameplayTagContainer& AbilityTags, UGameplayAbility* RequestingAbility, bool bCanBeCanceled)
|
| {
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| Super::HandleChangeAbilityCanBeCanceled(AbilityTags, RequestingAbility, bCanBeCanceled);
|
|
|
|
|
| }
|
|
|
| void ULyraAbilitySystemComponent::GetAdditionalActivationTagRequirements(const FGameplayTagContainer& AbilityTags, FGameplayTagContainer& OutActivationRequired, FGameplayTagContainer& OutActivationBlocked) const
|
| {
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| if (TagRelationshipMapping)
|
| {
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| TagRelationshipMapping->GetRequiredAndBlockedActivationTags(AbilityTags, &OutActivationRequired, &OutActivationBlocked);
|
| }
|
| }
|
|
|
| void ULyraAbilitySystemComponent::SetTagRelationshipMapping(ULyraAbilityTagRelationshipMapping* NewMapping)
|
| {
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| TagRelationshipMapping = NewMapping;
|
| }
|
|
|
| void ULyraAbilitySystemComponent::ClientNotifyAbilityFailed_Implementation(const UGameplayAbility* Ability, const FGameplayTagContainer& FailureReason)
|
| {
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| HandleAbilityFailed(Ability, FailureReason);
|
| }
|
|
|
| void ULyraAbilitySystemComponent::HandleAbilityFailed(const UGameplayAbility* Ability, const FGameplayTagContainer& FailureReason)
|
| {
|
|
|
|
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| if (const ULyraGameplayAbility* LyraAbility = Cast<const ULyraGameplayAbility>(Ability))
|
| {
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| LyraAbility->OnAbilityFailedToActivate(FailureReason);
|
| }
|
| }
|
|
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| bool ULyraAbilitySystemComponent::IsActivationGroupBlocked(ELyraAbilityActivationGroup Group) const
|
| {
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| bool bBlocked = false;
|
|
|
| switch (Group)
|
| {
|
| case ELyraAbilityActivationGroup::Independent:
|
|
|
| bBlocked = false;
|
| break;
|
|
|
| case ELyraAbilityActivationGroup::Exclusive_Replaceable:
|
| case ELyraAbilityActivationGroup::Exclusive_Blocking:
|
|
|
| bBlocked = (ActivationGroupCounts[(uint8)ELyraAbilityActivationGroup::Exclusive_Blocking] > 0);
|
| break;
|
|
|
| default:
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| checkf(false, TEXT("IsActivationGroupBlocked: Invalid ActivationGroup [%d]\n"), (uint8)Group);
|
| break;
|
| }
|
|
|
| return bBlocked;
|
| }
|
|
|
| void ULyraAbilitySystemComponent::AddAbilityToActivationGroup(ELyraAbilityActivationGroup Group, ULyraGameplayAbility* LyraAbility)
|
| {
|
| check(LyraAbility);
|
| check(ActivationGroupCounts[(uint8)Group] < INT32_MAX);
|
|
|
| ActivationGroupCounts[(uint8)Group]++;
|
|
|
| const bool bReplicateCancelAbility = false;
|
|
|
| switch (Group)
|
| {
|
| case ELyraAbilityActivationGroup::Independent:
|
|
|
| break;
|
|
|
| case ELyraAbilityActivationGroup::Exclusive_Replaceable:
|
| case ELyraAbilityActivationGroup::Exclusive_Blocking:
|
| CancelActivationGroupAbilities(ELyraAbilityActivationGroup::Exclusive_Replaceable, LyraAbility, bReplicateCancelAbility);
|
| break;
|
|
|
| default:
|
| checkf(false, TEXT("AddAbilityToActivationGroup: Invalid ActivationGroup [%d]\n"), (uint8)Group);
|
| break;
|
| }
|
|
|
| const int32 ExclusiveCount = ActivationGroupCounts[(uint8)ELyraAbilityActivationGroup::Exclusive_Replaceable] + ActivationGroupCounts[(uint8)ELyraAbilityActivationGroup::Exclusive_Blocking];
|
| if (!ensure(ExclusiveCount <= 1))
|
| {
|
| UE_LOG(LogLyraAbilitySystem, Error, TEXT("AddAbilityToActivationGroup: Multiple exclusive abilities are running."));
|
| }
|
| }
|
|
|
| void ULyraAbilitySystemComponent::RemoveAbilityFromActivationGroup(ELyraAbilityActivationGroup Group, ULyraGameplayAbility* LyraAbility)
|
| {
|
| check(LyraAbility);
|
| check(ActivationGroupCounts[(uint8)Group] > 0);
|
|
|
| ActivationGroupCounts[(uint8)Group]--;
|
| }
|
|
|
| void ULyraAbilitySystemComponent::CancelActivationGroupAbilities(ELyraAbilityActivationGroup Group, ULyraGameplayAbility* IgnoreLyraAbility, bool bReplicateCancelAbility)
|
| {
|
| auto ShouldCancelFunc = [this, Group, IgnoreLyraAbility](const ULyraGameplayAbility* LyraAbility, FGameplayAbilitySpecHandle Handle)
|
| {
|
| return ((LyraAbility->GetActivationGroup() == Group) && (LyraAbility != IgnoreLyraAbility));
|
| };
|
|
|
| CancelAbilitiesByFunc(ShouldCancelFunc, bReplicateCancelAbility);
|
| }
|
|
|
| void ULyraAbilitySystemComponent::AddDynamicTagGameplayEffect(const FGameplayTag& Tag)
|
| {
|
| const TSubclassOf<UGameplayEffect> DynamicTagGE = ULyraAssetManager::GetSubclass(ULyraGameData::Get().DynamicTagGameplayEffect);
|
| if (!DynamicTagGE)
|
| {
|
| UE_LOG(LogLyraAbilitySystem, Warning, TEXT("AddDynamicTagGameplayEffect: Unable to find DynamicTagGameplayEffect [%s]."), *ULyraGameData::Get().DynamicTagGameplayEffect.GetAssetName());
|
| return;
|
| }
|
|
|
| const FGameplayEffectSpecHandle SpecHandle = MakeOutgoingSpec(DynamicTagGE, 1.0f, MakeEffectContext());
|
| FGameplayEffectSpec* Spec = SpecHandle.Data.Get();
|
|
|
| if (!Spec)
|
| {
|
| UE_LOG(LogLyraAbilitySystem, Warning, TEXT("AddDynamicTagGameplayEffect: Unable to make outgoing spec for [%s]."), *GetNameSafe(DynamicTagGE));
|
| return;
|
| }
|
|
|
| Spec->DynamicGrantedTags.AddTag(Tag);
|
|
|
| ApplyGameplayEffectSpecToSelf(*Spec);
|
| }
|
|
|
| void ULyraAbilitySystemComponent::RemoveDynamicTagGameplayEffect(const FGameplayTag& Tag)
|
| {
|
| const TSubclassOf<UGameplayEffect> DynamicTagGE = ULyraAssetManager::GetSubclass(ULyraGameData::Get().DynamicTagGameplayEffect);
|
| if (!DynamicTagGE)
|
| {
|
| UE_LOG(LogLyraAbilitySystem, Warning, TEXT("RemoveDynamicTagGameplayEffect: Unable to find gameplay effect [%s]."), *ULyraGameData::Get().DynamicTagGameplayEffect.GetAssetName());
|
| return;
|
| }
|
|
|
| FGameplayEffectQuery Query = FGameplayEffectQuery::MakeQuery_MatchAnyOwningTags(FGameplayTagContainer(Tag));
|
| Query.EffectDefinition = DynamicTagGE;
|
|
|
| RemoveActiveEffects(Query);
|
| }
|
|
|
| void ULyraAbilitySystemComponent::GetAbilityTargetData(const FGameplayAbilitySpecHandle AbilityHandle, FGameplayAbilityActivationInfo ActivationInfo, FGameplayAbilityTargetDataHandle& OutTargetDataHandle)
|
| {
|
| TSharedPtr<FAbilityReplicatedDataCache> ReplicatedData = AbilityTargetDataMap.Find(FGameplayAbilitySpecHandleAndPredictionKey(AbilityHandle, ActivationInfo.GetActivationPredictionKey()));
|
| if (ReplicatedData.IsValid())
|
| {
|
| OutTargetDataHandle = ReplicatedData->TargetData;
|
| }
|
| }
|
|
|
|
|