Download LyraStarterGame/Source/LyraGame/AbilitySystem/LyraAbilitySystemComponent.h from Alexhas2/unitysamples: direct link, hf CLI and curl.
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5.33 kB
| // Copyright Epic Games, Inc. All Rights Reserved. | |
| class AActor; | |
| class UGameplayAbility; | |
| class ULyraAbilityTagRelationshipMapping; | |
| class UObject; | |
| struct FFrame; | |
| struct FGameplayAbilityTargetDataHandle; | |
| LYRAGAME_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(TAG_Gameplay_AbilityInputBlocked); | |
| /** | |
| * ULyraAbilitySystemComponent | |
| * | |
| * Base ability system component class used by this project. | |
| */ | |
| UCLASS(MinimalAPI) | |
| class ULyraAbilitySystemComponent : public UAbilitySystemComponent | |
| { | |
| GENERATED_BODY() | |
| public: | |
| UE_API ULyraAbilitySystemComponent(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); | |
| //~UActorComponent interface | |
| UE_API virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override; | |
| //~End of UActorComponent interface | |
| UE_API virtual void InitAbilityActorInfo(AActor* InOwnerActor, AActor* InAvatarActor) override; | |
| typedef TFunctionRef<bool(const ULyraGameplayAbility* LyraAbility, FGameplayAbilitySpecHandle Handle)> TShouldCancelAbilityFunc; | |
| UE_API void CancelAbilitiesByFunc(TShouldCancelAbilityFunc ShouldCancelFunc, bool bReplicateCancelAbility); | |
| UE_API void CancelInputActivatedAbilities(bool bReplicateCancelAbility); | |
| UE_API void AbilityInputTagPressed(const FGameplayTag& InputTag); | |
| UE_API void AbilityInputTagReleased(const FGameplayTag& InputTag); | |
| UE_API void ProcessAbilityInput(float DeltaTime, bool bGamePaused); | |
| UE_API void ClearAbilityInput(); | |
| UE_API bool IsActivationGroupBlocked(ELyraAbilityActivationGroup Group) const; | |
| UE_API void AddAbilityToActivationGroup(ELyraAbilityActivationGroup Group, ULyraGameplayAbility* LyraAbility); | |
| UE_API void RemoveAbilityFromActivationGroup(ELyraAbilityActivationGroup Group, ULyraGameplayAbility* LyraAbility); | |
| UE_API void CancelActivationGroupAbilities(ELyraAbilityActivationGroup Group, ULyraGameplayAbility* IgnoreLyraAbility, bool bReplicateCancelAbility); | |
| // Uses a gameplay effect to add the specified dynamic granted tag. | |
| UE_API void AddDynamicTagGameplayEffect(const FGameplayTag& Tag); | |
| // Removes all active instances of the gameplay effect that was used to add the specified dynamic granted tag. | |
| UE_API void RemoveDynamicTagGameplayEffect(const FGameplayTag& Tag); | |
| /** Gets the ability target data associated with the given ability handle and activation info */ | |
| UE_API void GetAbilityTargetData(const FGameplayAbilitySpecHandle AbilityHandle, FGameplayAbilityActivationInfo ActivationInfo, FGameplayAbilityTargetDataHandle& OutTargetDataHandle); | |
| /** Sets the current tag relationship mapping, if null it will clear it out */ | |
| UE_API void SetTagRelationshipMapping(ULyraAbilityTagRelationshipMapping* NewMapping); | |
| /** Looks at ability tags and gathers additional required and blocking tags */ | |
| UE_API void GetAdditionalActivationTagRequirements(const FGameplayTagContainer& AbilityTags, FGameplayTagContainer& OutActivationRequired, FGameplayTagContainer& OutActivationBlocked) const; | |
| UE_API void TryActivateAbilitiesOnSpawn(); | |
| protected: | |
| UE_API virtual void AbilitySpecInputPressed(FGameplayAbilitySpec& Spec) override; | |
| UE_API virtual void AbilitySpecInputReleased(FGameplayAbilitySpec& Spec) override; | |
| UE_API virtual void NotifyAbilityActivated(const FGameplayAbilitySpecHandle Handle, UGameplayAbility* Ability) override; | |
| UE_API virtual void NotifyAbilityFailed(const FGameplayAbilitySpecHandle Handle, UGameplayAbility* Ability, const FGameplayTagContainer& FailureReason) override; | |
| UE_API virtual void NotifyAbilityEnded(FGameplayAbilitySpecHandle Handle, UGameplayAbility* Ability, bool bWasCancelled) override; | |
| UE_API virtual void ApplyAbilityBlockAndCancelTags(const FGameplayTagContainer& AbilityTags, UGameplayAbility* RequestingAbility, bool bEnableBlockTags, const FGameplayTagContainer& BlockTags, bool bExecuteCancelTags, const FGameplayTagContainer& CancelTags) override; | |
| UE_API virtual void HandleChangeAbilityCanBeCanceled(const FGameplayTagContainer& AbilityTags, UGameplayAbility* RequestingAbility, bool bCanBeCanceled) override; | |
| /** Notify client that an ability failed to activate */ | |
| UFUNCTION(Client, Unreliable) | |
| UE_API void ClientNotifyAbilityFailed(const UGameplayAbility* Ability, const FGameplayTagContainer& FailureReason); | |
| UE_API void HandleAbilityFailed(const UGameplayAbility* Ability, const FGameplayTagContainer& FailureReason); | |
| protected: | |
| // If set, this table is used to look up tag relationships for activate and cancel | |
| UPROPERTY() | |
| TObjectPtr<ULyraAbilityTagRelationshipMapping> TagRelationshipMapping; | |
| // Handles to abilities that had their input pressed this frame. | |
| TArray<FGameplayAbilitySpecHandle> InputPressedSpecHandles; | |
| // Handles to abilities that had their input released this frame. | |
| TArray<FGameplayAbilitySpecHandle> InputReleasedSpecHandles; | |
| // Handles to abilities that have their input held. | |
| TArray<FGameplayAbilitySpecHandle> InputHeldSpecHandles; | |
| // Number of abilities running in each activation group. | |
| int32 ActivationGroupCounts[(uint8)ELyraAbilityActivationGroup::MAX]; | |
| }; | |