|
|
|
|
| #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);
|
|
|
|
|
| void RegisterASC(ULyraAbilitySystemComponent* ASC);
|
|
|
|
|
| void UnregisterASC(ULyraAbilitySystemComponent* ASC);
|
|
|
| private:
|
| UPROPERTY()
|
| TMap<TSubclassOf<UGameplayAbility>, FGlobalAppliedAbilityList> AppliedAbilities;
|
|
|
| UPROPERTY()
|
| TMap<TSubclassOf<UGameplayEffect>, FGlobalAppliedEffectList> AppliedEffects;
|
|
|
| UPROPERTY()
|
| TArray<TObjectPtr<ULyraAbilitySystemComponent>> RegisteredASCs;
|
| };
|
|
|