Files
Aura-TopDownRPG-GAS/Source/Aura/Private/Character/AuraCharacterBase.cpp
2025-10-17 16:43:49 -04:00

72 lines
2.3 KiB
C++

// Copyright Echo Devgroup
#include "Character/AuraCharacterBase.h"
#include "AbilitySystemComponent.h"
#include "AbilitySystem/AuraAbilitySystemComponent.h"
#include "Aura/Aura.h"
#include "Components/CapsuleComponent.h"
AAuraCharacterBase::AAuraCharacterBase()
{
PrimaryActorTick.bCanEverTick = false;
GetCapsuleComponent()->SetCollisionResponseToChannel(ECC_Camera, ECR_Ignore); //Make it so that the Capsule for Character doesn't block the camera.
GetCapsuleComponent()->SetGenerateOverlapEvents(false);
GetMesh()->SetCollisionResponseToChannel(ECC_Camera, ECR_Ignore); //Make it so that the Character Mesh doesn't block the Camera
GetMesh()->SetCollisionResponseToChannel(ECC_PROJECTILE, ECR_Overlap); //
GetMesh()->SetGenerateOverlapEvents(true);
Weapon = CreateDefaultSubobject<USkeletalMeshComponent>("Weapon");
Weapon->SetupAttachment(GetMesh(), FName("WeaponHandSocket"));
Weapon->SetCollisionEnabled(ECollisionEnabled::NoCollision);
}
UAbilitySystemComponent* AAuraCharacterBase::GetAbilitySystemComponent() const
{
return AbilitySystemComponent;
}
void AAuraCharacterBase::BeginPlay()
{
Super::BeginPlay();
}
FVector AAuraCharacterBase::GetCombatSocketLocation()
{
return Weapon->GetSocketLocation(WeaponTipSocketName);
}
void AAuraCharacterBase::InitAbilityActorInfo()
{
}
void AAuraCharacterBase::ApplyEffectToSelf(TSubclassOf<UGameplayEffect> GameplayEffectClass, float Level) const
{
check(IsValid(GetAbilitySystemComponent()));
check(GameplayEffectClass);
FGameplayEffectContextHandle ContextHandle = GetAbilitySystemComponent()->MakeEffectContext();
ContextHandle.AddSourceObject(this);
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);
}
void AAuraCharacterBase::AddCharacterAbilities()
{
UAuraAbilitySystemComponent* AuraASC = CastChecked<UAuraAbilitySystemComponent>(AbilitySystemComponent);
if (!HasAuthority()) return;
AuraASC->AddCharacterAbilities(StartupAbilities);
}