65 lines
1.8 KiB
C++
65 lines
1.8 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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#pragma once
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#include "CoreMinimal.h"
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#include "Subsystems/WorldSubsystem.h"
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#include "GameplayAbilitySpecHandle.h"
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#include "ActiveGameplayEffectHandle.h"
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#include "OLSGlobaAbilitySubsystem.generated.h"
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USTRUCT()
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struct FOLSGlobalAppliedAbilityList
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{
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GENERATED_BODY()
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UPROPERTY()
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TMap<TObjectPtr<class UOLSAbilitySystemComponent>, FGameplayAbilitySpecHandle> Handles;
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void AddToASC(TSubclassOf<class UGameplayAbility> ability, class UOLSAbilitySystemComponent* asc);
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void RemoveFromASC(class UOLSAbilitySystemComponent* asc);
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void RemoveFromAll();
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};
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USTRUCT()
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struct FOLSGlobalAppliedEffectList
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{
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GENERATED_BODY()
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UPROPERTY()
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TMap<TObjectPtr<class UOLSAbilitySystemComponent>, FActiveGameplayEffectHandle> Handles;
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void AddToASC(const TSubclassOf<class UGameplayEffect>& effect, class UOLSAbilitySystemComponent* asc);
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void RemoveFromASC(class UOLSAbilitySystemComponent* asc);
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void RemoveFromAll();
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};
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/**
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*
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*/
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UCLASS()
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class OLS_API UOLSGlobaAbilitySubsystem : public UWorldSubsystem
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{
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GENERATED_BODY()
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public:
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/** Register an ASC with global system and apply any active global effects/abilities. */
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void RegisterASC(class UOLSAbilitySystemComponent* asc);
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/** Removes an ASC from the global system, along with any active global effects/abilities. */
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void UnregisterASC(class UOLSAbilitySystemComponent* asc);
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private:
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UPROPERTY()
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TMap<TSubclassOf<class UGameplayAbility>, FOLSGlobalAppliedAbilityList> AppliedAbilities;
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UPROPERTY()
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TMap<TSubclassOf<class UGameplayEffect>, FOLSGlobalAppliedEffectList> AppliedEffects;
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UPROPERTY()
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TArray<TObjectPtr<class UOLSAbilitySystemComponent>> RegisteredASCs;
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};
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