38 lines
		
	
	
		
			1.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			38 lines
		
	
	
		
			1.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #include "Gas/BusyGameAbility.h"
 | |
| #include "AbilitySystemBlueprintLibrary.h"
 | |
| #include "AbilitySystemComponent.h"
 | |
| 
 | |
| UBusyGameAbility::UBusyGameAbility()
 | |
| {
 | |
| }
 | |
| 
 | |
| bool UBusyGameAbility::GetAbilityEffectSpecHandle(const FName& EffectName, const UAbilitySystemComponent* Asc, const int32 Level,
 | |
| 	FGameplayEffectSpecHandle& Handle) const
 | |
| {
 | |
| 	// 1. 查找对应的GameplayEffectClass
 | |
| 	const TSubclassOf<UGameplayEffect> *EffectClass = AbilityEffects.Find(EffectName);
 | |
| 	if (!EffectClass) return false;
 | |
| 
 | |
| 	// 2. 创建并设置GameplayEffect上下文
 | |
| 	FGameplayEffectContextHandle EffectContextHandle = Asc->MakeEffectContext();
 | |
| 
 | |
| 	// 3. 将当前对象设置为效果来源
 | |
| 	EffectContextHandle.AddSourceObject(this);
 | |
| 	
 | |
| 	// 4. 创建GameplayEffectSpecHandle
 | |
| 	Handle = Asc->MakeOutgoingSpec(*EffectClass, 1.f, EffectContextHandle); // 这里的1.f是等级
 | |
| 
 | |
| 	return Handle.IsValid();
 | |
| }
 | |
| 
 | |
| void UBusyGameAbility::PostInitProperties()
 | |
| {
 | |
| 	Super::PostInitProperties();
 | |
| 	if (SoftDataAsset)
 | |
| 	{
 | |
| 		Data = SoftDataAsset.LoadSynchronous();
 | |
| 		Data->TargetAbility = this;
 | |
| 	}
 | |
| }
 | |
| 
 |