| // Copyright Epic Games, Inc. All Rights Reserved. | |
| /** | |
| * ULyraGamePhaseAbility | |
| * | |
| * The base gameplay ability for any ability that is used to change the active game phase. | |
| */ | |
| UCLASS(Abstract, HideCategories = Input) | |
| class ULyraGamePhaseAbility : public ULyraGameplayAbility | |
| { | |
| GENERATED_BODY() | |
| public: | |
| ULyraGamePhaseAbility(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); | |
| const FGameplayTag& GetGamePhaseTag() const { return GamePhaseTag; } | |
| virtual EDataValidationResult IsDataValid(class FDataValidationContext& Context) const override; | |
| protected: | |
| virtual void ActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData) override; | |
| virtual void EndAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, bool bReplicateEndAbility, bool bWasCancelled) override; | |
| protected: | |
| // Defines the game phase that this game phase ability is part of. So for example, | |
| // if your game phase is GamePhase.RoundStart, then it will cancel all sibling phases. | |
| // So if you had a phase such as GamePhase.WaitingToStart that was active, starting | |
| // the ability part of RoundStart would end WaitingToStart. However to get nested behaviors | |
| // you can also nest the phases. So for example, GamePhase.Playing.NormalPlay, is a sub-phase | |
| // of the parent GamePhase.Playing, so changing the sub-phase to GamePhase.Playing.SuddenDeath, | |
| // would stop any ability tied to GamePhase.Playing.*, but wouldn't end any ability | |
| // tied to the GamePhase.Playing phase. | |
| UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Game Phase") | |
| FGameplayTag GamePhaseTag; | |
| }; | |