74 lines
3.2 KiB
C++
74 lines
3.2 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.
|
|
|
|
#pragma once
|
|
|
|
#include "CoreMinimal.h"
|
|
#include "AbilitySystemComponent.h"
|
|
#include "AbilitySystemInterface.h"
|
|
#include "GameplayTagAssetInterface.h"
|
|
#include "GameFramework/Character.h"
|
|
#include "OLSModularPlayerStateCharacter.generated.h"
|
|
|
|
/**
|
|
* Minimal class that supports extension by game feature plugins.
|
|
*
|
|
* Intended to be used for ACharacters using AbilitySystemComponent living on PlayerState.
|
|
*/
|
|
UCLASS(Blueprintable)
|
|
class OLS_API AOLSModularPlayerStateCharacter : public ACharacter, public IAbilitySystemInterface, public IGameplayTagAssetInterface
|
|
{
|
|
GENERATED_BODY()
|
|
|
|
public:
|
|
|
|
AOLSModularPlayerStateCharacter(const FObjectInitializer& objectInitializer);
|
|
|
|
// -- Begin Actor implementation
|
|
virtual void PreInitializeComponents() override;
|
|
virtual void BeginPlay() override;
|
|
virtual void EndPlay(const EEndPlayReason::Type endPlayReason) override;
|
|
virtual void PostInitProperties() override;
|
|
// -- End Actor implementation
|
|
|
|
// -- Begin APawn implementation
|
|
virtual void PossessedBy(AController* newController) override;
|
|
virtual void OnRep_PlayerState() override;
|
|
// -- End APawn implementation
|
|
|
|
|
|
// -- Begin IAbilitySystemInterface implementation
|
|
virtual class UAbilitySystemComponent* GetAbilitySystemComponent() const override;
|
|
// -- End IAbilitySystemInterface implementation
|
|
|
|
// -- Begin IGameplayTagAssetInterface
|
|
virtual void GetOwnedGameplayTags(FGameplayTagContainer& outTagContainer) const override;
|
|
virtual bool HasMatchingGameplayTag(FGameplayTag tagToCheck) const override;
|
|
virtual bool HasAllMatchingGameplayTags(const FGameplayTagContainer& tagContainer) const override;
|
|
virtual bool HasAnyMatchingGameplayTags(const FGameplayTagContainer& tagContainer) const override;
|
|
// -- End IGameplayTagAssetInterface
|
|
|
|
protected:
|
|
|
|
/**
|
|
* Ability System Replication Mode: How gameplay effects will be replicated to clients
|
|
*
|
|
* - Full: Replicate full gameplay info to all. Every GameplayEffect is replicated to every client.
|
|
* (Recommended for Single Player games)
|
|
* - Mixed: Only replicate minimal gameplay effect info to simulated proxies but full info to owners and autonomous proxies.
|
|
* GameplayEffects are only replicated to the owning client. Only GameplayTags and GameplayCues are replicated to everyone.
|
|
* (Recommended for Multiplayer on Player controlled Actors)
|
|
* - Minimal: Only replicate minimal gameplay effect info. Note: this does not work for Owned AbilitySystemComponents (Use Mixed instead).
|
|
* GameplayEffects are never replicated to anyone. Only GameplayTags and GameplayCues are replicated to everyone.
|
|
* (Recommended for Multiplayer on AI controlled Actors)
|
|
*
|
|
* @See https://github.com/tranek/GASDocumentation#concepts-asc-rm for more information
|
|
*/
|
|
UPROPERTY(EditDefaultsOnly, Category = "OLS Ability System")
|
|
EGameplayEffectReplicationMode ReplicationMode;
|
|
|
|
protected:
|
|
|
|
// Cached AbilitySystemComponent. Real owner is PlayerState, but pointer gets updated to use PlayerState's here in PossessedBy / OnRep_PlayerState
|
|
TWeakObjectPtr<UAbilitySystemComponent> AbilitySystemComponent;
|
|
};
|