Don't drink and code.

This commit is contained in:
2025-10-18 11:28:42 -04:00
parent 74988e4bba
commit 02fb59d82c
115 changed files with 9944 additions and 27001 deletions

View File

@@ -3,6 +3,7 @@
#include "AbilitySystem/AuraAbilitySystemLibrary.h"
#include "Game/AuraGameMode.h"
#include "Kismet/GameplayStatics.h"
#include "Player/AuraPlayerState.h"
#include "UI/WidgetController/AuraWidgetController.h"
@@ -40,3 +41,29 @@ UAttributeMenuWidgetController* UAuraAbilitySystemLibrary::GetAttributeMenuWidge
}
return nullptr;
}
void UAuraAbilitySystemLibrary::InitializeDefaultAttributes(const UObject* WorldContextObject, ECharacterClass CharacterClass, float Level, UAbilitySystemComponent* ASC)
{
AAuraGameMode* AuraGameMode = Cast<AAuraGameMode>(UGameplayStatics::GetGameMode(WorldContextObject));
if (AuraGameMode == nullptr) return;
const AActor* AvatarActor = ASC->GetAvatarActor();
UCharacterClassInfo* CharacterClassInfo = AuraGameMode->CharacterClassInfo;
const FCharacterClassDefaultInfo ClassDefaultInfo = CharacterClassInfo->GetClassDefaultInfo(CharacterClass);
FGameplayEffectContextHandle PrimaryAttributesContextHandle = ASC->MakeEffectContext();
PrimaryAttributesContextHandle.AddSourceObject(AvatarActor);
const FGameplayEffectSpecHandle PrimaryAttributesSpecHandle = ASC->MakeOutgoingSpec(ClassDefaultInfo.PrimaryAttributes, Level, PrimaryAttributesContextHandle);
ASC->ApplyGameplayEffectSpecToSelf(*PrimaryAttributesSpecHandle.Data.Get());
FGameplayEffectContextHandle SecondaryAttributesContextHandle = ASC->MakeEffectContext();
SecondaryAttributesContextHandle.AddSourceObject(AvatarActor);
const FGameplayEffectSpecHandle SecondaryAttributesSpecHandle = ASC->MakeOutgoingSpec(CharacterClassInfo->SecondaryAttributes, Level, SecondaryAttributesContextHandle);
ASC->ApplyGameplayEffectSpecToSelf(*SecondaryAttributesSpecHandle.Data.Get());
FGameplayEffectContextHandle VitalAttributesContextHandle = ASC->MakeEffectContext();
VitalAttributesContextHandle.AddSourceObject(AvatarActor);
const FGameplayEffectSpecHandle VitalAttributesSpecHandle = ASC->MakeOutgoingSpec(CharacterClassInfo->VitalAttributes, Level, VitalAttributesContextHandle);
ASC->ApplyGameplayEffectSpecToSelf(*VitalAttributesSpecHandle.Data.Get());
}