TArray<FActiveGameplayEffectHandle> FGameplayAbilityTargetData::ApplyGameplayEffectSpec(FGameplayEffectSpec& InSpec, FPredictionKey PredictionKey)
{
	TArray<FActiveGameplayEffectHandle>	AppliedHandles;

	if (!ensure(InSpec.GetContext().IsValid() && InSpec.GetContext().GetInstigatorAbilitySystemComponent()))
	{
		return AppliedHandles;
	}

	TArray<TWeakObjectPtr<AActor> > Actors = GetActors();
	
	AppliedHandles.Reserve(Actors.Num());

	for (TWeakObjectPtr<AActor> TargetActor : Actors)
	{
		UAbilitySystemComponent* TargetComponent = UAbilitySystemBlueprintLibrary::GetAbilitySystemComponent(TargetActor.Get());

		if (TargetComponent)
		{
			// We have to make a new effect spec and context here, because otherwise the targeting info gets accumulated and things take damage multiple times
			FGameplayEffectSpec	SpecToApply(InSpec);
			FGameplayEffectContextHandle EffectContext = SpecToApply.GetContext().Duplicate();
			SpecToApply.SetContext(EffectContext);

			AddTargetDataToContext(EffectContext, false);

			AppliedHandles.Add(EffectContext.GetInstigatorAbilitySystemComponent()->ApplyGameplayEffectSpecToTarget(SpecToApply, TargetComponent, PredictionKey));
		}
	}

	return AppliedHandles;
}
FGameplayEffectContextHandle UGameplayAbility::GetEffectContext(const FGameplayAbilityActorInfo *ActorInfo) const
{
	check(ActorInfo);
	FGameplayEffectContextHandle Context = FGameplayEffectContextHandle(UAbilitySystemGlobals::Get().AllocGameplayEffectContext());
	// By default use the owner and avatar as the instigator and causer
	Context.AddInstigator(ActorInfo->OwnerActor.Get(), ActorInfo->AvatarActor.Get());
	return Context;
}
FVector UAbilitySystemBlueprintLibrary::EffectContextGetOrigin(FGameplayEffectContextHandle EffectContext)
{
	if (EffectContext.HasOrigin())
	{
		return EffectContext.GetOrigin();
	}

	return FVector::ZeroVector;
}
FHitResult UAbilitySystemBlueprintLibrary::EffectContextGetHitResult(FGameplayEffectContextHandle EffectContext)
{
	if (EffectContext.GetHitResult())
	{
		return *EffectContext.GetHitResult();
	}

	return FHitResult();
}
void FGameplayCueHandler::GameplayCueActivated(const FGameplayTagContainer& GameplayCueTags, float NormalizedMagnitude, const FGameplayEffectContextHandle& EffectContext)
{
	check(Owner);
	bool InstigatorLocal = EffectContext.IsLocallyControlled();
	bool TargetLocal = OwnerIsLocallyControlled();
	
	for (auto TagIt = GameplayCueTags.CreateConstIterator(); TagIt; ++TagIt)
	{
		if (FGameplayCueViewInfo* View = GetBestMatchingView(EGameplayCueEvent::OnActive, *TagIt, InstigatorLocal, TargetLocal))
		{
			View->SpawnViewEffects(Owner, NULL, EffectContext);
		}

		FName MatchedTag;
		UFunction *Func = UAbilitySystemGlobals::Get().GetGameplayCueFunction(*TagIt, Owner->GetClass(), MatchedTag);
		if (Func)
		{
			FGameplayCueParameters Params;
			Params.NormalizedMagnitude = NormalizedMagnitude;
			Params.EffectContext = EffectContext;

			IGameplayCueInterface::DispatchBlueprintCustomHandler(Owner, Func, EGameplayCueEvent::OnActive, Params);
		}
	}
}
void FGameplayAbilityTargetData::AddTargetDataToContext(FGameplayEffectContextHandle& Context, bool bIncludeActorArray) const
{
	if (bIncludeActorArray && (GetActors().Num() > 0))
	{
		Context.AddActors(GetActors());
	}

	if (HasHitResult() && !Context.GetHitResult())
	{
		Context.AddHitResult(*GetHitResult());
	}

	if (HasOrigin())
	{
		Context.AddOrigin(GetOrigin().GetLocation());
	}
}
void FGameplayCueHandler::GameplayCueExecuted(const FGameplayTagContainer& GameplayCueTags, float NormalizedMagnitude, const FGameplayEffectContextHandle& EffectContext)
{
	check(Owner);
	bool InstigatorLocal = EffectContext.IsLocallyControlled();
	bool TargetLocal = OwnerIsLocallyControlled();

	for (auto TagIt = GameplayCueTags.CreateConstIterator(); TagIt; ++TagIt)
	{
		if (FGameplayCueViewInfo* View = GetBestMatchingView(EGameplayCueEvent::Executed, *TagIt, InstigatorLocal, TargetLocal))
		{
			View->SpawnViewEffects(Owner, NULL, EffectContext);
		}
	}
}
void FGameplayCueHandler::GameplayCueAdded(const FGameplayTagContainer& GameplayCueTags, float NormalizedMagnitude, const FGameplayEffectContextHandle& EffectContext)
{
	check(Owner);
	bool InstigatorLocal = EffectContext.IsLocallyControlled();
	bool TargetLocal = OwnerIsLocallyControlled();

	for (auto TagIt = GameplayCueTags.CreateConstIterator(); TagIt; ++TagIt)
	{
		TArray<TSharedPtr<FGameplayCueViewEffects> > &Effects = SpawnedViewEffects.FindOrAdd(*TagIt);

		// Clear old effects if they existed? This will vary case to case. Removing old effects is the easiest approach
		ClearEffects(Effects);
		check(Effects.Num() == 0);

		if (FGameplayCueViewInfo * View = GetBestMatchingView(EGameplayCueEvent::WhileActive, *TagIt, InstigatorLocal, TargetLocal))
		{
			TSharedPtr<FGameplayCueViewEffects> SpawnedEffects = View->SpawnViewEffects(Owner, &SpawnedObjects, EffectContext);
			Effects.Add(SpawnedEffects);
		}
	}
}
bool UAbilitySystemBlueprintLibrary::EffectContextHasHitResult(FGameplayEffectContextHandle EffectContext)
{
	return EffectContext.GetHitResult() != NULL;
}
bool UAbilitySystemBlueprintLibrary::EffectContextIsInstigatorLocallyControlled(FGameplayEffectContextHandle EffectContext)
{
	return EffectContext.IsLocallyControlled();
}
void UAbilitySystemBlueprintLibrary::EffectContextSetOrigin(FGameplayEffectContextHandle EffectContext, FVector Origin)
{
	EffectContext.AddOrigin(Origin);
}
void UAbilitySystemBlueprintLibrary::EffectContextAddHitResult(FGameplayEffectContextHandle EffectContext, FHitResult HitResult, bool bReset)
{
	EffectContext.AddHitResult(HitResult, bReset);
}
bool UAbilitySystemBlueprintLibrary::EffectContextIsValid(FGameplayEffectContextHandle EffectContext)
{
	return EffectContext.IsValid();
}
Example #14
0
TSharedPtr<FGameplayCueViewEffects> FGameplayCueViewInfo::SpawnViewEffects(AActor *Owner, TArray<UObject*> *SpawnedObjects, const FGameplayEffectContextHandle& EffectContext) const
{
	check(Owner);

	TSharedPtr<FGameplayCueViewEffects> SpawnedEffects = TSharedPtr<FGameplayCueViewEffects>(new FGameplayCueViewEffects());

	if (Sound)
	{
		SpawnedEffects->AudioComponent = UGameplayStatics::PlaySoundAttached(Sound, Owner->GetRootComponent());
		if (SpawnedObjects)
		{
			SpawnedObjects->Add(SpawnedEffects->AudioComponent.Get());
		}
	}
	if (ParticleSystem)
	{
		if (EffectContext.GetHitResult())
		{
			const FHitResult &HitResult = *EffectContext.GetHitResult();

			if (AttachParticleSystem)
			{
				SpawnedEffects->ParticleSystemComponent = UGameplayStatics::SpawnEmitterAttached(ParticleSystem, Owner->GetRootComponent(), NAME_None, HitResult.Location,
					HitResult.Normal.Rotation(), EAttachLocation::KeepWorldPosition);
			}
			else
			{
				bool AutoDestroy = SpawnedObjects == nullptr;
				SpawnedEffects->ParticleSystemComponent = UGameplayStatics::SpawnEmitterAtLocation(Owner->GetWorld(), ParticleSystem, HitResult.Location, HitResult.Normal.Rotation(), AutoDestroy);
			}
		}
		else
		{
			if (AttachParticleSystem)
			{
				SpawnedEffects->ParticleSystemComponent = UGameplayStatics::SpawnEmitterAttached(ParticleSystem, Owner->GetRootComponent());
			}
			else
			{
				bool AutoDestroy = SpawnedObjects == nullptr;
				SpawnedEffects->ParticleSystemComponent = UGameplayStatics::SpawnEmitterAtLocation(Owner->GetWorld(), ParticleSystem, Owner->GetActorLocation(), Owner->GetActorRotation(), AutoDestroy);
			}
		}		

		if (SpawnedObjects)
		{
			SpawnedObjects->Add(SpawnedEffects->ParticleSystemComponent.Get());
		}
		else if (SpawnedEffects->ParticleSystemComponent.IsValid())
		{
			for (int32 EmitterIndx = 0; EmitterIndx < SpawnedEffects->ParticleSystemComponent->EmitterInstances.Num(); EmitterIndx++)
			{
				if (SpawnedEffects->ParticleSystemComponent->EmitterInstances[EmitterIndx] &&
					SpawnedEffects->ParticleSystemComponent->EmitterInstances[EmitterIndx]->CurrentLODLevel &&
					SpawnedEffects->ParticleSystemComponent->EmitterInstances[EmitterIndx]->CurrentLODLevel->RequiredModule &&
					SpawnedEffects->ParticleSystemComponent->EmitterInstances[EmitterIndx]->CurrentLODLevel->RequiredModule->EmitterLoops == 0)
				{
					ABILITY_LOG(Warning, TEXT("%s - particle system has a looping emitter. This should not be used in a executed GameplayCue!"), *SpawnedEffects->ParticleSystemComponent->GetName());
					break;
				}
			}
		}
	}
	if (ActorClass)
	{
		FVector Location = Owner->GetActorLocation();
		FRotator Rotation = Owner->GetActorRotation();
		SpawnedEffects->SpawnedActor = Cast<AGameplayCueActor>(Owner->GetWorld()->SpawnActor(ActorClass, &Location, &Rotation));
		
		if (SpawnedObjects)
		{
			SpawnedObjects->Add(SpawnedEffects->SpawnedActor.Get());
		}
	}

	return SpawnedEffects;
}