OLS/Source/ols/Private/AbilitySystem/Effects/OLSGameplayEffect.cpp
2025-01-16 11:09:31 -07:00

38 lines
1.5 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.
#include "AbilitySystem/Effects/OLSGameplayEffect.h"
#include "AbilitySystemComponent.h"
void UOLSGameplayEffect::ApplyDynamicGameplayEffect(const FOLSDynamicGameplayEffectData& data)
{
// Kick out of the call if data's AbilitySystemComponent is invalid.
if (!ensureAlwaysMsgf(data.AbilitySystemComponent.IsValid(),
TEXT("%s is called but the passed FTowersDynamicGameplayEffectData's AbilitySystemComponent is null."),
ANSI_TO_TCHAR(__func__)))
{
return;
}
// Dynamically create the gameplay effect.
UGameplayEffect* ge = NewObject<UGameplayEffect>(GetTransientPackage(), data.EffectName);
// Dynamic gameplay effects must have an instant duration type.
ge->DurationPolicy = EGameplayEffectDurationType::Instant;
// Add one new modifier to the gameplay effect.
const int32 modifierIndex = ge->Modifiers.Num();
ge->Modifiers.SetNum(modifierIndex + 1);
// Grab the modifier at the appropriate index and set its data appropriately.
FGameplayModifierInfo& modInfo = ge->Modifiers[modifierIndex];
modInfo.ModifierMagnitude = data.EffectMagnitude;
modInfo.ModifierOp = data.EffectModifierOpType;
modInfo.Attribute = data.AffectedAttribute;
// Apply the gameplay effect to the TowersCharacter's ability system component.
data.AbilitySystemComponent->ApplyGameplayEffectToSelf(ge,
data.EffectLevel,
data.AbilitySystemComponent->MakeEffectContext());
}