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