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