Files
Aura-TopDownRPG-GAS/Source/Aura/Private/AbilitySystem/AuraAbilitySystemLibrary.cpp
2025-11-02 06:40:35 -05:00

86 lines
3.7 KiB
C++

// Copyright Echo Devgroup
#include "AbilitySystem/AuraAbilitySystemLibrary.h"
#include "Game/AuraGameMode.h"
#include "Kismet/GameplayStatics.h"
#include "Player/AuraPlayerState.h"
#include "UI/WidgetController/AuraWidgetController.h"
#include "UI/HUD/AuraHUD.h"
UOverlayWidgetController* UAuraAbilitySystemLibrary::GetOverlayWidgetController(const UObject* WorldContextObject)
{
if (APlayerController* PC = UGameplayStatics::GetPlayerController(WorldContextObject, 0))
{
if (AAuraHUD* AuraHUD = Cast<AAuraHUD>(PC->GetHUD()))
{
AAuraPlayerState* PS = PC->GetPlayerState<AAuraPlayerState>();
UAbilitySystemComponent* ASC = PS->GetAbilitySystemComponent();
UAttributeSet* AS = PS->GetAttributeSet();
const FWidgetControllerParams WidgetControllerParams(PC, PS, ASC, AS);
return AuraHUD->GetOverlayWidgetController(WidgetControllerParams);
}
}
return nullptr;
}
UAttributeMenuWidgetController* UAuraAbilitySystemLibrary::GetAttributeMenuWidgetController(
const UObject* WorldContextObject)
{
if (APlayerController* PC = UGameplayStatics::GetPlayerController(WorldContextObject, 0))
{
if (AAuraHUD* AuraHUD = Cast<AAuraHUD>(PC->GetHUD()))
{
AAuraPlayerState* PS = PC->GetPlayerState<AAuraPlayerState>();
UAbilitySystemComponent* ASC = PS->GetAbilitySystemComponent();
UAttributeSet* AS = PS->GetAttributeSet();
const FWidgetControllerParams WidgetControllerParams(PC, PS, ASC, AS);
return AuraHUD->GetAttributeMenuWidgetController(WidgetControllerParams);
}
}
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());
}
void UAuraAbilitySystemLibrary::GiveStartupAbilities(const UObject* WorldContextObject, UAbilitySystemComponent* ASC)
{
AAuraGameMode* AuraGameMode = Cast<AAuraGameMode>(UGameplayStatics::GetGameMode(WorldContextObject));
if (AuraGameMode == nullptr) return;
UCharacterClassInfo* CharacterClassInfo = AuraGameMode->CharacterClassInfo;
for (TSubclassOf<UGameplayAbility> AbilityClass : CharacterClassInfo->CommonAbilities)
{
FGameplayAbilitySpec AbilitySpec = FGameplayAbilitySpec(AbilityClass, 1);
ASC->GiveAbility(AbilitySpec);
}
}