Migration

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2024-03-20 16:21:19 +01:00
commit 4d87f6e4ab
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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Abilities/GameplayAbility.h"
#include "AbilitySystem/Abilities/AuraGameplayAbility.h"
#include "AuraDamageGameplayAbility.generated.h"
/**
*
*/
UCLASS()
class AURA_API UAuraDamageGameplayAbility : public UAuraGameplayAbility
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable, Category = "Damage Ability")
FGameplayEffectSpecHandle& AssignAbilityLevelDamagesSetByCallerMagnitude(UPARAM(Ref) FGameplayEffectSpecHandle& EffectSpecHandle, float Factor = 1.0f) const;
UFUNCTION(BlueprintCallable, Category = "Damage Ability")
void GetScaledDamages(TMap<FGameplayTag, float>& ScaledDamages, float Level = -1.0f) const;
UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Damage Ability")
static TMap<FGameplayTag, float> MultiplyDamagesByFloat(const TMap<FGameplayTag, float>& InDamages, float Factor = 1.0f);
UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Damage Ability")
static TMap<FGameplayTag, float> MultiplyDamageTypesByFloats(const TMap<FGameplayTag, float>& InDamages, const TMap<FGameplayTag, float>& Factors);
protected:
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Damage")
TMap<FGameplayTag, FScalableFloat> Damages;
};

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Abilities/GameplayAbility.h"
#include "AuraGameplayAbility.generated.h"
/**
*
*/
UCLASS()
class AURA_API UAuraGameplayAbility : public UGameplayAbility
{
GENERATED_BODY()
public:
// virtual void ActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData);
UFUNCTION(BlueprintCallable, Category = "Projectile")
FTransform MakeProjectileSpawnTransform(FGameplayTag SocketTagName, const FVector& TargetLocation, float Pitch = 0.0f) const;
};

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// Amasson
#pragma once
#include "CoreMinimal.h"
#include "AbilitySystem/Abilities/AuraGameplayAbility.h"
#include "AuraSummonAbility.generated.h"
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FSpawnedCharactersChangeSignature, UAuraSummonAbility*, SummonAbility);
/**
*
*/
UCLASS()
class AURA_API UAuraSummonAbility : public UAuraGameplayAbility
{
GENERATED_BODY()
public:
UAuraSummonAbility();
UFUNCTION(BlueprintCallable, Category = "Summon")
ACharacter* SummonCharacter(TSubclassOf<ACharacter> Class, const FVector& Location, float YawOffset = 0);
UFUNCTION()
void SummonDestroyed(AActor* DestroyedActor);
/* Spawn Locations */
UFUNCTION(BlueprintCallable)
TArray<FVector> GetSpawnLocations();
UPROPERTY(EditDefaultsOnly, Category = "SummonLocation")
int32 SpawnCount = 3;
UPROPERTY(EditDefaultsOnly, Category = "SummonLocation")
float SpawnMinDistance = 100.0f;
UPROPERTY(EditDefaultsOnly, Category = "SummonLocation")
float SpawnMaxDistance = 200.0f;
UPROPERTY(EditDefaultsOnly, Category = "SummonLocation")
float SpawnSpreadAngle = 80.0f;
/* Spawned Characters */
UPROPERTY(BlueprintReadOnly, Category = "State")
TArray<TObjectPtr<ACharacter>> SpawnedCharacters;
UPROPERTY(BlueprintAssignable)
FSpawnedCharactersChangeSignature OnSpawnedCharactersChange;
};