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| // Copyright Epic Games, Inc. All Rights Reserved. | |
| void FGlobalAppliedAbilityList::AddToASC(TSubclassOf<UGameplayAbility> Ability, ULyraAbilitySystemComponent* ASC) | |
| { | |
| if (FGameplayAbilitySpecHandle* SpecHandle = Handles.Find(ASC)) | |
| { | |
| RemoveFromASC(ASC); | |
| } | |
| UGameplayAbility* AbilityCDO = Ability->GetDefaultObject<UGameplayAbility>(); | |
| FGameplayAbilitySpec AbilitySpec(AbilityCDO); | |
| const FGameplayAbilitySpecHandle AbilitySpecHandle = ASC->GiveAbility(AbilitySpec); | |
| Handles.Add(ASC, AbilitySpecHandle); | |
| } | |
| void FGlobalAppliedAbilityList::RemoveFromASC(ULyraAbilitySystemComponent* ASC) | |
| { | |
| if (FGameplayAbilitySpecHandle* SpecHandle = Handles.Find(ASC)) | |
| { | |
| ASC->ClearAbility(*SpecHandle); | |
| Handles.Remove(ASC); | |
| } | |
| } | |
| void FGlobalAppliedAbilityList::RemoveFromAll() | |
| { | |
| for (auto& KVP : Handles) | |
| { | |
| if (KVP.Key != nullptr) | |
| { | |
| KVP.Key->ClearAbility(KVP.Value); | |
| } | |
| } | |
| Handles.Empty(); | |
| } | |
| void FGlobalAppliedEffectList::AddToASC(TSubclassOf<UGameplayEffect> Effect, ULyraAbilitySystemComponent* ASC) | |
| { | |
| if (FActiveGameplayEffectHandle* EffectHandle = Handles.Find(ASC)) | |
| { | |
| RemoveFromASC(ASC); | |
| } | |
| const UGameplayEffect* GameplayEffectCDO = Effect->GetDefaultObject<UGameplayEffect>(); | |
| const FActiveGameplayEffectHandle GameplayEffectHandle = ASC->ApplyGameplayEffectToSelf(GameplayEffectCDO, /*Level=*/ 1, ASC->MakeEffectContext()); | |
| Handles.Add(ASC, GameplayEffectHandle); | |
| } | |
| void FGlobalAppliedEffectList::RemoveFromASC(ULyraAbilitySystemComponent* ASC) | |
| { | |
| if (FActiveGameplayEffectHandle* EffectHandle = Handles.Find(ASC)) | |
| { | |
| ASC->RemoveActiveGameplayEffect(*EffectHandle); | |
| Handles.Remove(ASC); | |
| } | |
| } | |
| void FGlobalAppliedEffectList::RemoveFromAll() | |
| { | |
| for (auto& KVP : Handles) | |
| { | |
| if (KVP.Key != nullptr) | |
| { | |
| KVP.Key->RemoveActiveGameplayEffect(KVP.Value); | |
| } | |
| } | |
| Handles.Empty(); | |
| } | |
| ULyraGlobalAbilitySystem::ULyraGlobalAbilitySystem() | |
| { | |
| } | |
| void ULyraGlobalAbilitySystem::ApplyAbilityToAll(TSubclassOf<UGameplayAbility> Ability) | |
| { | |
| if ((Ability.Get() != nullptr) && (!AppliedAbilities.Contains(Ability))) | |
| { | |
| FGlobalAppliedAbilityList& Entry = AppliedAbilities.Add(Ability); | |
| for (ULyraAbilitySystemComponent* ASC : RegisteredASCs) | |
| { | |
| Entry.AddToASC(Ability, ASC); | |
| } | |
| } | |
| } | |
| void ULyraGlobalAbilitySystem::ApplyEffectToAll(TSubclassOf<UGameplayEffect> Effect) | |
| { | |
| if ((Effect.Get() != nullptr) && (!AppliedEffects.Contains(Effect))) | |
| { | |
| FGlobalAppliedEffectList& Entry = AppliedEffects.Add(Effect); | |
| for (ULyraAbilitySystemComponent* ASC : RegisteredASCs) | |
| { | |
| Entry.AddToASC(Effect, ASC); | |
| } | |
| } | |
| } | |
| void ULyraGlobalAbilitySystem::RemoveAbilityFromAll(TSubclassOf<UGameplayAbility> Ability) | |
| { | |
| if ((Ability.Get() != nullptr) && AppliedAbilities.Contains(Ability)) | |
| { | |
| FGlobalAppliedAbilityList& Entry = AppliedAbilities[Ability]; | |
| Entry.RemoveFromAll(); | |
| AppliedAbilities.Remove(Ability); | |
| } | |
| } | |
| void ULyraGlobalAbilitySystem::RemoveEffectFromAll(TSubclassOf<UGameplayEffect> Effect) | |
| { | |
| if ((Effect.Get() != nullptr) && AppliedEffects.Contains(Effect)) | |
| { | |
| FGlobalAppliedEffectList& Entry = AppliedEffects[Effect]; | |
| Entry.RemoveFromAll(); | |
| AppliedEffects.Remove(Effect); | |
| } | |
| } | |
| void ULyraGlobalAbilitySystem::RegisterASC(ULyraAbilitySystemComponent* ASC) | |
| { | |
| check(ASC); | |
| for (auto& Entry : AppliedAbilities) | |
| { | |
| Entry.Value.AddToASC(Entry.Key, ASC); | |
| } | |
| for (auto& Entry : AppliedEffects) | |
| { | |
| Entry.Value.AddToASC(Entry.Key, ASC); | |
| } | |
| RegisteredASCs.AddUnique(ASC); | |
| } | |
| void ULyraGlobalAbilitySystem::UnregisterASC(ULyraAbilitySystemComponent* ASC) | |
| { | |
| check(ASC); | |
| for (auto& Entry : AppliedAbilities) | |
| { | |
| Entry.Value.RemoveFromASC(ASC); | |
| } | |
| for (auto& Entry : AppliedEffects) | |
| { | |
| Entry.Value.RemoveFromASC(ASC); | |
| } | |
| RegisteredASCs.Remove(ASC); | |
| } | |