92 lines
3.3 KiB
C++
92 lines
3.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "LyraGameplayAbility_Death.h"
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#include "LyraLogChannels.h"
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#include "LyraGameplayTags.h"
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#include "AbilitySystem/LyraAbilitySystemComponent.h"
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#include "Character/LyraHealthComponent.h"
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#include "GameplayTagsManager.h"
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ULyraGameplayAbility_Death::ULyraGameplayAbility_Death(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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InstancingPolicy = EGameplayAbilityInstancingPolicy::InstancedPerActor;
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NetExecutionPolicy = EGameplayAbilityNetExecutionPolicy::ServerInitiated;
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bAutoStartDeath = true;
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UGameplayTagsManager::Get().CallOrRegister_OnDoneAddingNativeTagsDelegate(FSimpleDelegate::CreateUObject(this, &ThisClass::DoneAddingNativeTags));
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}
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void ULyraGameplayAbility_Death::DoneAddingNativeTags()
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{
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if (HasAnyFlags(RF_ClassDefaultObject))
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{
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// Add the ability trigger tag as default to the CDO.
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FAbilityTriggerData TriggerData;
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TriggerData.TriggerTag = FLyraGameplayTags::Get().GameplayEvent_Death;
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TriggerData.TriggerSource = EGameplayAbilityTriggerSource::GameplayEvent;
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AbilityTriggers.Add(TriggerData);
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}
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}
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void ULyraGameplayAbility_Death::ActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData)
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{
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check(ActorInfo);
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ULyraAbilitySystemComponent* LyraASC = CastChecked<ULyraAbilitySystemComponent>(ActorInfo->AbilitySystemComponent.Get());
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FGameplayTagContainer AbilityTypesToIgnore;
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AbilityTypesToIgnore.AddTag(FLyraGameplayTags::Get().Ability_Behavior_SurvivesDeath);
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// Cancel all abilities and block others from starting.
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LyraASC->CancelAbilities(nullptr, &AbilityTypesToIgnore, this);
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SetCanBeCanceled(false);
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if (!ChangeActivationGroup(ELyraAbilityActivationGroup::Exclusive_Blocking))
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{
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UE_LOG(LogLyraAbilitySystem, Error, TEXT("ULyraGameplayAbility_Death::ActivateAbility: Ability [%s] failed to change activation group to blocking."), *GetName());
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}
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if (bAutoStartDeath)
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{
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StartDeath();
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}
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Super::ActivateAbility(Handle, ActorInfo, ActivationInfo, TriggerEventData);
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}
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void ULyraGameplayAbility_Death::EndAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, bool bReplicateEndAbility, bool bWasCancelled)
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{
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check(ActorInfo);
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// Always try to finish the death when the ability ends in case the ability doesn't.
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// This won't do anything if the death hasn't been started.
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FinishDeath();
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Super::EndAbility(Handle, ActorInfo, ActivationInfo, bReplicateEndAbility, bWasCancelled);
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}
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void ULyraGameplayAbility_Death::StartDeath()
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{
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if (ULyraHealthComponent* HealthComponent = ULyraHealthComponent::FindHealthComponent(GetAvatarActorFromActorInfo()))
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{
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if (HealthComponent->GetDeathState() == ELyraDeathState::NotDead)
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{
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HealthComponent->StartDeath();
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}
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}
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}
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void ULyraGameplayAbility_Death::FinishDeath()
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{
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if (ULyraHealthComponent* HealthComponent = ULyraHealthComponent::FindHealthComponent(GetAvatarActorFromActorInfo()))
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{
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if (HealthComponent->GetDeathState() == ELyraDeathState::DeathStarted)
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{
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HealthComponent->FinishDeath();
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}
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}
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}
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