// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "GameplayAbilitySpec.h" #include "Abilities/GameplayAbility.h" #include "LyraAbilityCost.generated.h" class ULyraGameplayAbility; /** * ULyraAbilityCost * * Base class for costs that a LyraGameplayAbility has (e.g., ammo or charges) */ UCLASS(DefaultToInstanced, EditInlineNew, Abstract) class ULyraAbilityCost : public UObject { GENERATED_BODY() public: ULyraAbilityCost() { } /** * Checks if we can afford this cost. * * A failure reason tag can be added to OptionalRelevantTags (if non-null), which can be queried * elsewhere to determine how to provide user feedback (e.g., a clicking noise if a weapon is out of ammo) * * Ability and ActorInfo are guaranteed to be non-null on entry, but OptionalRelevantTags can be nullptr. * * @return true if we can pay for the ability, false otherwise. */ virtual bool CheckCost(const ULyraGameplayAbility* Ability, const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, FGameplayTagContainer* OptionalRelevantTags) const { return true; } /** * Applies the ability's cost to the target * * Notes: * - Your implementation don't need to check ShouldOnlyApplyCostOnHit(), the caller does that for you. * - Ability and ActorInfo are guaranteed to be non-null on entry. */ virtual void ApplyCost(const ULyraGameplayAbility* Ability, const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo) { } /** If true, this cost should only be applied if this ability hits successfully */ bool ShouldOnlyApplyCostOnHit() const { return bOnlyApplyCostOnHit; } protected: /** If true, this cost should only be applied if this ability hits successfully */ UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Costs) bool bOnlyApplyCostOnHit = false; };