34 lines
1.1 KiB
C++
34 lines
1.1 KiB
C++
// Copyright Echo Devgroup
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#include "AbilitySystem/AuraAbilitySystemComponent.h"
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#include "AuraGameplayTags.h"
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void UAuraAbilitySystemComponent::AbilityActorInfoSet()
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{
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OnGameplayEffectAppliedDelegateToSelf.AddUObject( this, &UAuraAbilitySystemComponent::EffectApplied);
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const FAuraGameplayTags& GameplayTags = FAuraGameplayTags::Get();
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//GameplayTags.Attributes_Secondary_Armor.ToString();
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}
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void UAuraAbilitySystemComponent::EffectApplied(UAbilitySystemComponent* AbilitySystemComponent,
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const FGameplayEffectSpec& EffectSpec, FActiveGameplayEffectHandle ActiveEffectHandle)
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{
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//GEngine->AddOnScreenDebugMessage(1,8.f, FColor::Blue,FString("Effect Applied!"));
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FGameplayTagContainer TagContainer;
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EffectSpec.GetAllAssetTags(TagContainer);
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EffectAssetTags.Broadcast(TagContainer);
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for (const FGameplayTag& Tag : TagContainer)
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{
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//TODO: Broadcast the tag to the widget controller
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//Message for Debugging tags being applied
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//const FString msg = FString::Printf(TEXT("GE Tag: %s"), *Tag.ToString());
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//GEngine->AddOnScreenDebugMessage(-1,8.f, FColor::Blue,msg);
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}
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}
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