101 lines
2.8 KiB
C++
101 lines
2.8 KiB
C++
// © 2024 Long Ly. All rights reserved. Any unauthorized use, reproduction, or distribution of this trademark is strictly prohibited and may result in legal action.
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#include "ModularGameplayActors/OLSModularActor.h"
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#include "AbilitySystem/OLSAbilitySystemComponent.h"
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#include "Components/GameFrameworkComponentManager.h"
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AOLSModularActor::AOLSModularActor(const FObjectInitializer& objectInitializer) : Super(objectInitializer)
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{
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// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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// Set this actor to replicate like a Pawn would
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bReplicates = true;
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// Set Ability System Companion with GAS Companion subclass
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AbilitySystemComponent = CreateDefaultSubobject<UOLSAbilitySystemComponent>(TEXT("AbilitySystemComponent"));
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AbilitySystemComponent->SetIsReplicated(true);
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ReplicationMode = EGameplayEffectReplicationMode::Mixed;
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}
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void AOLSModularActor::PreInitializeComponents()
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{
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Super::PreInitializeComponents();
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UGameFrameworkComponentManager::AddGameFrameworkComponentReceiver(this);
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}
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void AOLSModularActor::BeginPlay()
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{
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UGameFrameworkComponentManager::SendGameFrameworkComponentExtensionEvent(this, UGameFrameworkComponentManager::NAME_GameActorReady);
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Super::BeginPlay();
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}
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void AOLSModularActor::EndPlay(const EEndPlayReason::Type endPlayReason)
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{
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UGameFrameworkComponentManager::RemoveGameFrameworkComponentReceiver(this);
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Super::EndPlay(endPlayReason);
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}
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void AOLSModularActor::PostInitProperties()
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{
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Super::PostInitProperties();
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if (AbilitySystemComponent)
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{
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//@Todo replace this log by our custom log.
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UE_LOG(LogTemp, Verbose, TEXT("PostInitProperties for %s - Setting up ASC Replication Mode to: %d"), *GetName(), ReplicationMode);
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AbilitySystemComponent->SetReplicationMode(ReplicationMode);
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}
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}
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UAbilitySystemComponent* AOLSModularActor::GetAbilitySystemComponent() const
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{
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return AbilitySystemComponent;
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}
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void AOLSModularActor::GetOwnedGameplayTags(FGameplayTagContainer& outTagContainer) const
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{
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if (AbilitySystemComponent)
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{
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FGameplayTagContainer ownedTags;
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AbilitySystemComponent->GetOwnedGameplayTags(ownedTags);
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outTagContainer = MoveTemp(ownedTags);
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}
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}
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bool AOLSModularActor::HasMatchingGameplayTag(FGameplayTag tagToCheck) const
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{
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if (AbilitySystemComponent)
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{
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return AbilitySystemComponent->HasMatchingGameplayTag(tagToCheck);
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}
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return false;
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}
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bool AOLSModularActor::HasAllMatchingGameplayTags(const FGameplayTagContainer& tagContainer) const
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{
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if (AbilitySystemComponent)
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{
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return AbilitySystemComponent->HasAllMatchingGameplayTags(tagContainer);
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}
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return false;
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}
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bool AOLSModularActor::HasAnyMatchingGameplayTags(const FGameplayTagContainer& tagContainer) const
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{
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if (AbilitySystemComponent)
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{
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return AbilitySystemComponent->HasAnyMatchingGameplayTags(tagContainer);
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}
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return false;
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}
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