OLS/Source/ols/Private/DataAssets/OLSAbilitySetPrimaryDataAsset.cpp

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2025-01-06 21:29:37 +00:00
// © 2024 Long Ly. All rights reserved. Any unauthorized use, reproduction, or distribution of this trademark is strictly prohibited and may result in legal action.
#include "DataAssets/OLSAbilitySetPrimaryDataAsset.h"
#include "ActiveGameplayEffectHandle.h"
#include "GameplayAbilitySpecHandle.h"
#include "AbilitySystem/OLSAbilitySystemComponent.h"
#include "AbilitySystem/Abilities/OLSGameplayAbility.h"
#include "AbilitySystem/Attributes/OLSAttributeSetBase.h"
void FOLSAbilitySet_GrantedHandles::AddAbilitySpecHandle(const FGameplayAbilitySpecHandle& handle)
{
if (handle.IsValid())
{
AbilitySpecHandles.Add(handle);
}
}
void FOLSAbilitySet_GrantedHandles::AddGameplayEffectHandle(const FActiveGameplayEffectHandle& handle)
{
if (handle.IsValid())
{
GameplayEffectHandles.Add(handle);
}
}
void FOLSAbilitySet_GrantedHandles::AddAttributeSet(UAttributeSet* set)
{
GrantedAttributeSets.Add(set);
}
void FOLSAbilitySet_GrantedHandles::TakeFromAbilitySystem(UOLSAbilitySystemComponent* olsASC)
{
check(olsASC);
if (!olsASC->IsOwnerActorAuthoritative())
{
// Must be authoritative to give or take ability sets.
return;
}
for (const FGameplayAbilitySpecHandle& handle : AbilitySpecHandles)
{
if (handle.IsValid())
{
olsASC->ClearAbility(handle);
}
}
for (const FActiveGameplayEffectHandle& handle : GameplayEffectHandles)
{
if (handle.IsValid())
{
olsASC->RemoveActiveGameplayEffect(handle);
}
}
for (UAttributeSet* set : GrantedAttributeSets)
{
olsASC->RemoveSpawnedAttribute(set);
}
AbilitySpecHandles.Reset();
GameplayEffectHandles.Reset();
GrantedAttributeSets.Reset();
}
UOLSAbilitySetPrimaryDataAsset::UOLSAbilitySetPrimaryDataAsset(const FObjectInitializer& objectInitializer) : Super(objectInitializer)
{
}
void UOLSAbilitySetPrimaryDataAsset::GiveToAbilitySystem(
UOLSAbilitySystemComponent* olsASC,
FOLSAbilitySet_GrantedHandles* outGrantedHandlePtrs,
UObject* sourceObject) const
{
check(olsASC);
if (!olsASC->IsOwnerActorAuthoritative())
{
// Must be authoritative to give or take ability sets.
return;
}
// Grant the attribute sets.
for (int32 setIndex = 0; setIndex < GrantedAttributes.Num(); ++setIndex)
{
const FOLSAbilitySet_AttributeSet& setToGrant = GrantedAttributes[setIndex];
if (!IsValid(setToGrant.AttributeSet))
{
//@Todo: Replace this with custom log.
// UE_LOG(LogLyraAbilitySystem, Error, TEXT("GrantedAttributes[%d] on ability set [%s] is not valid"), SetIndex, *GetNameSafe(this));
continue;
}
UAttributeSet* newSet = NewObject<UAttributeSet>(olsASC->GetOwner(), setToGrant.AttributeSet);
olsASC->AddAttributeSetSubobject(newSet);
if (outGrantedHandlePtrs)
{
outGrantedHandlePtrs->AddAttributeSet(newSet);
}
}
// Grant the gameplay abilities.
for (int32 abilityIndex = 0; abilityIndex < GrantedGameplayAbilities.Num(); ++abilityIndex)
{
const FOLSAbilitySet_GameplayAbility& AbilityToGrant = GrantedGameplayAbilities[abilityIndex];
if (!IsValid(AbilityToGrant.Ability))
{
//@Todo: Replace this with custom log.
// UE_LOG(LogLyraAbilitySystem, Error, TEXT("GrantedGameplayAbilities[%d] on ability set [%s] is not valid."), AbilityIndex, *GetNameSafe(this));
continue;
}
UOLSGameplayAbility* abilityCDO = AbilityToGrant.Ability->GetDefaultObject<UOLSGameplayAbility>();
FGameplayAbilitySpec abilitySpec(abilityCDO, AbilityToGrant.AbilityLevel);
abilitySpec.SourceObject = sourceObject;
abilitySpec.GetDynamicSpecSourceTags().AddTag(AbilityToGrant.InputTag);
const FGameplayAbilitySpecHandle abilitySpecHandle = olsASC->GiveAbility(abilitySpec);
if (outGrantedHandlePtrs)
{
outGrantedHandlePtrs->AddAbilitySpecHandle(abilitySpecHandle);
}
}
// Grant the gameplay effects.
for (int32 effectIndex = 0; effectIndex < GrantedGameplayEffects.Num(); ++effectIndex)
{
const FOLSAbilitySet_GameplayEffect& EffectToGrant = GrantedGameplayEffects[effectIndex];
if (!IsValid(EffectToGrant.GameplayEffect))
{
//@Todo: Replace this with custom log.
// UE_LOG(LogLyraAbilitySystem, Error, TEXT("GrantedGameplayEffects[%d] on ability set [%s] is not valid"), EffectIndex, *GetNameSafe(this));
continue;
}
const UGameplayEffect* gameplayEffect = EffectToGrant.GameplayEffect->GetDefaultObject<UGameplayEffect>();
const FActiveGameplayEffectHandle gameplayEffectHandle = olsASC->ApplyGameplayEffectToSelf(gameplayEffect, EffectToGrant.EffectLevel, olsASC->MakeEffectContext());
if (outGrantedHandlePtrs)
{
outGrantedHandlePtrs->AddGameplayEffectHandle(gameplayEffectHandle);
}
}
}