40 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			40 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Fill out your copyright notice in the Description page of Project Settings.
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| 
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| #pragma once
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| 
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| #include "CoreMinimal.h"
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| #include "LuaOverriderInterface.h"
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| #include "Abilities/GameplayAbility.h"
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| #include "PW_Ability.generated.h"
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| 
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| /**
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|  * 
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|  */
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| UCLASS()
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| class BUSYRABBIT_API UPW_Ability : public UGameplayAbility, public ILuaOverriderInterface{
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| 	GENERATED_BODY()
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| public:
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| 	UPW_Ability();
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| 
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| public:
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| 	virtual FString GetLuaFilePath_Implementation() const override;
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| 
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| 	virtual void ApplyCost(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo) const override;
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| 
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| 	UFUNCTION(BlueprintNativeEvent)
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| 	void BP_ApplyCost(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo& ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo)const;
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| 
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| public:
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| 	UPROPERTY(BlueprintReadOnly, EditDefaultsOnly, DisplayName = "默认的Effect配置")
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| 	TSubclassOf<UGameplayEffect> DefaultEffectConfig;
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| 
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| 	UPROPERTY(BlueprintReadOnly, EditDefaultsOnly, DisplayName = "技能的Effect配置")
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| 	TMap<FGameplayTag, TSubclassOf<UGameplayEffect>> EffectConfigs;
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| 
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| 	UPROPERTY(BlueprintReadOnly, EditDefaultsOnly, DisplayName = "技能的Effect配置")
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| 	TMap<FName, TSubclassOf<UGameplayEffect>> AbilityEffectConfigs;
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| 
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| 	UPROPERTY(BlueprintReadOnly, EditDefaultsOnly)
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| 	FString LuaFilePath;
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| };
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