Migration
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Abilities/GameplayAbility.h"
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#include "AbilitySystem/Abilities/AuraGameplayAbility.h"
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#include "AuraDamageGameplayAbility.generated.h"
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/**
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*
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*/
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UCLASS()
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class AURA_API UAuraDamageGameplayAbility : public UAuraGameplayAbility
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{
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GENERATED_BODY()
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public:
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UFUNCTION(BlueprintCallable, Category = "Damage Ability")
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FGameplayEffectSpecHandle& AssignAbilityLevelDamagesSetByCallerMagnitude(UPARAM(Ref) FGameplayEffectSpecHandle& EffectSpecHandle, float Factor = 1.0f) const;
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UFUNCTION(BlueprintCallable, Category = "Damage Ability")
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void GetScaledDamages(TMap<FGameplayTag, float>& ScaledDamages, float Level = -1.0f) const;
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UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Damage Ability")
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static TMap<FGameplayTag, float> MultiplyDamagesByFloat(const TMap<FGameplayTag, float>& InDamages, float Factor = 1.0f);
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UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Damage Ability")
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static TMap<FGameplayTag, float> MultiplyDamageTypesByFloats(const TMap<FGameplayTag, float>& InDamages, const TMap<FGameplayTag, float>& Factors);
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protected:
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Damage")
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TMap<FGameplayTag, FScalableFloat> Damages;
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};
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@@ -0,0 +1,24 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Abilities/GameplayAbility.h"
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#include "AuraGameplayAbility.generated.h"
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/**
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*
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*/
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UCLASS()
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class AURA_API UAuraGameplayAbility : public UGameplayAbility
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{
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GENERATED_BODY()
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public:
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// virtual void ActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData);
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UFUNCTION(BlueprintCallable, Category = "Projectile")
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FTransform MakeProjectileSpawnTransform(FGameplayTag SocketTagName, const FVector& TargetLocation, float Pitch = 0.0f) const;
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};
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@@ -0,0 +1,54 @@
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// Amasson
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#pragma once
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#include "CoreMinimal.h"
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#include "AbilitySystem/Abilities/AuraGameplayAbility.h"
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#include "AuraSummonAbility.generated.h"
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FSpawnedCharactersChangeSignature, UAuraSummonAbility*, SummonAbility);
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/**
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*
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*/
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UCLASS()
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class AURA_API UAuraSummonAbility : public UAuraGameplayAbility
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{
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GENERATED_BODY()
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public:
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UAuraSummonAbility();
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UFUNCTION(BlueprintCallable, Category = "Summon")
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ACharacter* SummonCharacter(TSubclassOf<ACharacter> Class, const FVector& Location, float YawOffset = 0);
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UFUNCTION()
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void SummonDestroyed(AActor* DestroyedActor);
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/* Spawn Locations */
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UFUNCTION(BlueprintCallable)
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TArray<FVector> GetSpawnLocations();
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UPROPERTY(EditDefaultsOnly, Category = "SummonLocation")
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int32 SpawnCount = 3;
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UPROPERTY(EditDefaultsOnly, Category = "SummonLocation")
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float SpawnMinDistance = 100.0f;
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UPROPERTY(EditDefaultsOnly, Category = "SummonLocation")
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float SpawnMaxDistance = 200.0f;
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UPROPERTY(EditDefaultsOnly, Category = "SummonLocation")
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float SpawnSpreadAngle = 80.0f;
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/* Spawned Characters */
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UPROPERTY(BlueprintReadOnly, Category = "State")
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TArray<TObjectPtr<ACharacter>> SpawnedCharacters;
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UPROPERTY(BlueprintAssignable)
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FSpawnedCharactersChangeSignature OnSpawnedCharactersChange;
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};
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