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Aura-TopDownRPG-GAS/Source/Aura/Private/Character/AuraCharacterBase.cpp

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// Copyright Echo Devgroup
#include "Character/AuraCharacterBase.h"
#include "AbilitySystemComponent.h"
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#include "AbilitySystem/AuraAbilitySystemComponent.h"
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AAuraCharacterBase::AAuraCharacterBase()
{
PrimaryActorTick.bCanEverTick = false;
Weapon = CreateDefaultSubobject<USkeletalMeshComponent>("Weapon");
Weapon->SetupAttachment(GetMesh(), FName("WeaponHandSocket"));
Weapon->SetCollisionEnabled(ECollisionEnabled::NoCollision);
}
UAbilitySystemComponent* AAuraCharacterBase::GetAbilitySystemComponent() const
{
return AbilitySystemComponent;
}
void AAuraCharacterBase::BeginPlay()
{
Super::BeginPlay();
}
void AAuraCharacterBase::InitAbilityActorInfo()
{
}
void AAuraCharacterBase::ApplyEffectToSelf(TSubclassOf<UGameplayEffect> GameplayEffectClass, float Level) const
{
check(IsValid(GetAbilitySystemComponent()));
check(GameplayEffectClass);
FGameplayEffectContextHandle ContextHandle = GetAbilitySystemComponent()->MakeEffectContext();
ContextHandle.AddSourceObject(this);
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const FGameplayEffectSpecHandle SpecHandle = GetAbilitySystemComponent()->MakeOutgoingSpec(GameplayEffectClass,Level, ContextHandle);
GetAbilitySystemComponent()->ApplyGameplayEffectSpecToTarget(*SpecHandle.Data.Get(), GetAbilitySystemComponent());
}
void AAuraCharacterBase::InitializeDefaultAttributes() const
{
ApplyEffectToSelf(DefaultPrimaryAttributes,1.f);
ApplyEffectToSelf(DefaultSecondaryAttributes, 1.f);
ApplyEffectToSelf(DefaultVitalAttributes, 1.f);
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}
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void AAuraCharacterBase::AddCharacterAbilities()
{
UAuraAbilitySystemComponent* AuraASC = CastChecked<UAuraAbilitySystemComponent>(AbilitySystemComponent);
if (!HasAuthority()) return;
AuraASC->AddCharacterAbilities(StartupAbilities);
}
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