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