RealtimeStyleTransferRuntime/Source/LyraGame/AbilitySystem/Phases/LyraGamePhaseAbility.h

47 lines
2.0 KiB
C
Raw Permalink Normal View History

2022-05-23 18:41:30 +00:00
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "AbilitySystem/Abilities/LyraGameplayAbility.h"
#include "LyraGamePhaseAbility.generated.h"
/**
* ULyraGamePhaseAbility
*
* The base gameplay ability for any ability that is used to change the active game phase.
*/
UCLASS(Abstract, HideCategories = Input)
class ULyraGamePhaseAbility : public ULyraGameplayAbility
{
GENERATED_BODY()
public:
ULyraGamePhaseAbility(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
const FGameplayTag& GetGamePhaseTag() const { return GamePhaseTag; }
#if WITH_EDITOR
EDataValidationResult IsDataValid(TArray<FText>& ValidationErrors) override;
#endif
protected:
virtual void ActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData) override;
virtual void EndAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, bool bReplicateEndAbility, bool bWasCancelled) override;
protected:
// Defines the game phase that this game phase ability is part of. So for example,
// if your game phase is GamePhase.RoundStart, then it will cancel all sibling phases.
// So if you had a phase such as GamePhase.WaitingToStart that was active, starting
// the ability part of RoundStart would end WaitingToStart. However to get nested behaviors
// you can also nest the phases. So for example, GamePhase.Playing.NormalPlay, is a sub-phase
// of the parent GamePhase.Playing, so changing the sub-phase to GamePhase.Playing.SuddenDeath,
// would stop any ability tied to GamePhase.Playing.*, but wouldn't end any ability
// tied to the GamePhase.Playing phase.
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Game Phase")
FGameplayTag GamePhaseTag;
};