Download LyraStarterGame/Source/LyraGame/AbilitySystem/Phases/LyraGamePhaseAbility.cpp from Alexhas2/unitysamples: direct link, hf CLI and curl.
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https://huggingface.co/datasets/Alexhas2/unitysamples/resolve/main/LyraStarterGame/Source/LyraGame/AbilitySystem/Phases/LyraGamePhaseAbility.cpp
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hf download hf://datasets/Alexhas2/unitysamples/LyraStarterGame/Source/LyraGame/AbilitySystem/Phases/LyraGamePhaseAbility.cpp
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curl -L -o LyraGamePhaseAbility.cpp https://huggingface.co/datasets/Alexhas2/unitysamples/resolve/main/LyraStarterGame/Source/LyraGame/AbilitySystem/Phases/LyraGamePhaseAbility.cpp
2.44 kB
| // Copyright Epic Games, Inc. All Rights Reserved. | |
| ULyraGamePhaseAbility::ULyraGamePhaseAbility(const FObjectInitializer& ObjectInitializer) | |
| : Super(ObjectInitializer) | |
| { | |
| ReplicationPolicy = EGameplayAbilityReplicationPolicy::ReplicateNo; | |
| InstancingPolicy = EGameplayAbilityInstancingPolicy::InstancedPerActor; | |
| NetExecutionPolicy = EGameplayAbilityNetExecutionPolicy::ServerInitiated; | |
| NetSecurityPolicy = EGameplayAbilityNetSecurityPolicy::ServerOnly; | |
| } | |
| void ULyraGamePhaseAbility::ActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData) | |
| { | |
| if (ActorInfo->IsNetAuthority()) | |
| { | |
| UWorld* World = ActorInfo->AbilitySystemComponent->GetWorld(); | |
| ULyraGamePhaseSubsystem* PhaseSubsystem = UWorld::GetSubsystem<ULyraGamePhaseSubsystem>(World); | |
| PhaseSubsystem->OnBeginPhase(this, Handle); | |
| } | |
| Super::ActivateAbility(Handle, ActorInfo, ActivationInfo, TriggerEventData); | |
| } | |
| void ULyraGamePhaseAbility::EndAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, bool bReplicateEndAbility, bool bWasCancelled) | |
| { | |
| if (ActorInfo->IsNetAuthority()) | |
| { | |
| UWorld* World = ActorInfo->AbilitySystemComponent->GetWorld(); | |
| ULyraGamePhaseSubsystem* PhaseSubsystem = UWorld::GetSubsystem<ULyraGamePhaseSubsystem>(World); | |
| PhaseSubsystem->OnEndPhase(this, Handle); | |
| } | |
| Super::EndAbility(Handle, ActorInfo, ActivationInfo, bReplicateEndAbility, bWasCancelled); | |
| } | |
| EDataValidationResult ULyraGamePhaseAbility::IsDataValid(FDataValidationContext& Context) const | |
| { | |
| EDataValidationResult Result = CombineDataValidationResults(Super::IsDataValid(Context), EDataValidationResult::Valid); | |
| if (!GamePhaseTag.IsValid()) | |
| { | |
| Result = EDataValidationResult::Invalid; | |
| Context.AddError(LOCTEXT("GamePhaseTagNotSet", "GamePhaseTag must be set to a tag representing the current phase.")); | |
| } | |
| return Result; | |
| } | |