OLS/Source/ols/Public/AbilitySystem/Abilities/OLSAbilityCost.h

62 lines
2.1 KiB
C++

// © 2024 Long Ly. All rights reserved. Any unauthorized use, reproduction, or distribution of this trad`emark is strictly prohibited and may result in legal action.
#pragma once
#include "CoreMinimal.h"
#include "GameplayAbilitySpec.h"
#include "GameplayTagContainer.h"
#include "Abilities/GameplayAbilityTypes.h"
#include "OLSAbilityCost.generated.h"
/**
* UOLSAbilityCost
*
* Base class for costs that a LyraGameplayAbility has (e.g., ammo or charges)
*/
UCLASS(DefaultToInstanced, EditInlineNew, Abstract)
class OLS_API UOLSAbilityCost : public UObject
{
GENERATED_BODY()
public:
UOLSAbilityCost();
/**
* Checks if we can afford this cost.
*
* A failure reason tag can be added to OptionalRelevantTags (if non-null), which can be queried
* elsewhere to determine how to provide user feedback (e.g., a clicking noise if a weapon is out of ammo)
*
* Ability and ActorInfo are guaranteed to be non-null on entry, but OptionalRelevantTags can be nullptr.
*
* @return true if we can pay for the ability, false otherwise.
*/
virtual bool CheckCost(const class UOLSGameplayAbility* ability,
const FGameplayAbilitySpecHandle handle,
const FGameplayAbilityActorInfo* actorInfo,
FGameplayTagContainer* optionalRelevantTags) const;
/**
* Applies the ability's cost to the target
*
* Notes:
* - Your implementation don't need to check ShouldOnlyApplyCostOnHit(), the caller does that for you.
* - Ability and ActorInfo are guaranteed to be non-null on entry.
*/
virtual void ApplyCost(const class UOLSGameplayAbility* ability,
const FGameplayAbilitySpecHandle handle,
const FGameplayAbilityActorInfo* actorInfo,
const FGameplayAbilityActivationInfo activationInfo);
/** If true, this cost should only be applied if this ability hits successfully */
bool ShouldOnlyApplyCostOnHit() const;
protected:
/** If true, this cost should only be applied if this ability hits successfully */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "OLS|Costs")
uint8 bShouldOnlyApplyCostOnHit : 1 = false;
};