41 lines
1.4 KiB
C++
41 lines
1.4 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 "Player/OLSPlayerState.h"
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#include "AbilitySystem/OLSAbilitySystemComponent.h"
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#include "Player/OLSPlayerController.h"
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AOLSPlayerState::AOLSPlayerState(const FObjectInitializer& objectInitializer) : Super(objectInitializer)
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{
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// Create attribute sets here.
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}
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void AOLSPlayerState::PostInitializeComponents()
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{
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Super::PostInitializeComponents();
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check(AbilitySystemComponent);
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AbilitySystemComponent->InitAbilityActorInfo(this, GetPawn());
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const TObjectPtr<UWorld> world = GetWorld();
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if (world && world->IsGameWorld() && world->GetNetMode() != NM_Client)
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{
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const TObjectPtr<AGameStateBase> gameState = GetWorld()->GetGameState();
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check(gameState);
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// ULyraExperienceManagerComponent* ExperienceComponent = GameState->FindComponentByClass<ULyraExperienceManagerComponent>();
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// check(ExperienceComponent);
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// ExperienceComponent->CallOrRegister_OnExperienceLoaded(FOnLyraExperienceLoaded::FDelegate::CreateUObject(this, &ThisClass::OnExperienceLoaded));
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}
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}
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AOLSPlayerController* AOLSPlayerState::GetOLSPlayerController() const
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{
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return Cast<AOLSPlayerController>(GetOwner());
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}
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UOLSAbilitySystemComponent* AOLSPlayerState::GetOLSAbilitySystemComponent() const
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{
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return AbilitySystemComponent;
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}
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