From c03b8968e168cf8a376b55149043e5313766ec53 Mon Sep 17 00:00:00 2001 From: Ji Yoon Rhee Date: Sat, 1 Jun 2024 09:29:00 +0900 Subject: [PATCH] deleted off unnecessary, conflicting files in our solution file --- .../HYCharacAbilitySystemComponent.cpp | 15 - .../HYCharacAbilitySystemComponent.h | 30 -- .../hwanyoung2/HYCharacGameplayAbility.cpp | 21 -- .../hwanyoung2/HYCharacGameplayAbility.h | 32 --- .../hwanyoung2/HYPlayerCharacAttributeSet.cpp | 77 ----- .../hwanyoung2/HYPlayerCharacAttributeSet.h | 117 -------- .../Source/hwanyoung2/HYPlayerState.cpp | 207 -------------- hwanyoung2/Source/hwanyoung2/HYPlayerState.h | 94 ------- .../Source/hwanyoung2/hwanyoung2.Build.cs | 1 - .../Source/hwanyoung2/hwanyoung2Character.cpp | 264 +----------------- .../Source/hwanyoung2/hwanyoung2Character.h | 89 +----- 11 files changed, 4 insertions(+), 943 deletions(-) delete mode 100644 hwanyoung2/Source/hwanyoung2/HYCharacAbilitySystemComponent.cpp delete mode 100644 hwanyoung2/Source/hwanyoung2/HYCharacAbilitySystemComponent.h delete mode 100644 hwanyoung2/Source/hwanyoung2/HYCharacGameplayAbility.cpp delete mode 100644 hwanyoung2/Source/hwanyoung2/HYCharacGameplayAbility.h delete mode 100644 hwanyoung2/Source/hwanyoung2/HYPlayerCharacAttributeSet.cpp delete mode 100644 hwanyoung2/Source/hwanyoung2/HYPlayerCharacAttributeSet.h delete mode 100644 hwanyoung2/Source/hwanyoung2/HYPlayerState.cpp delete mode 100644 hwanyoung2/Source/hwanyoung2/HYPlayerState.h diff --git a/hwanyoung2/Source/hwanyoung2/HYCharacAbilitySystemComponent.cpp b/hwanyoung2/Source/hwanyoung2/HYCharacAbilitySystemComponent.cpp deleted file mode 100644 index ed24c969..00000000 --- a/hwanyoung2/Source/hwanyoung2/HYCharacAbilitySystemComponent.cpp +++ /dev/null @@ -1,15 +0,0 @@ -// Fill out your copyright notice in the Description page of Project Settings. - - -#include "HYCharacAbilitySystemComponent.h" - -UHYCharacAbilitySystemComponent::UHYCharacAbilitySystemComponent() -{ -} - -void UHYCharacAbilitySystemComponent::ReceiveDamage( - UHYCharacAbilitySystemComponent* SourceASC, float UnmitigatedDamage, float MitigatedDamage) -{ - ReceivedDamage.Broadcast(SourceASC, UnmitigatedDamage, MitigatedDamage); -} - diff --git a/hwanyoung2/Source/hwanyoung2/HYCharacAbilitySystemComponent.h b/hwanyoung2/Source/hwanyoung2/HYCharacAbilitySystemComponent.h deleted file mode 100644 index 04ff5cc3..00000000 --- a/hwanyoung2/Source/hwanyoung2/HYCharacAbilitySystemComponent.h +++ /dev/null @@ -1,30 +0,0 @@ -// Fill out your copyright notice in the Description page of Project Settings. - -#pragma once - -#include "CoreMinimal.h" -#include "AbilitySystemComponent.h" -#include "HYCharacAbilitySystemComponent.generated.h" - -DECLARE_DYNAMIC_MULTICAST_DELEGATE_ThreeParams(FReceivedDamageDelegate, - UHYCharacAbilitySystemComponent*, SourceASC, float, UnmitigatedDamage, float, MitigatedDamage); - - -/** - * - */ -UCLASS() -class HWANYOUNG2_API UHYCharacAbilitySystemComponent : public UAbilitySystemComponent -{ - GENERATED_BODY() - -public: - bool CharacterAbilitiesGiven = false; - bool StartupEffectApplied = false; - - FReceivedDamageDelegate ReceivedDamage; - //constructor - UHYCharacAbilitySystemComponent(); - - virtual void ReceiveDamage(UHYCharacAbilitySystemComponent* SourceASC, float UnmitigatedDamage, float MitigatedDamage); -}; diff --git a/hwanyoung2/Source/hwanyoung2/HYCharacGameplayAbility.cpp b/hwanyoung2/Source/hwanyoung2/HYCharacGameplayAbility.cpp deleted file mode 100644 index 92e845bf..00000000 --- a/hwanyoung2/Source/hwanyoung2/HYCharacGameplayAbility.cpp +++ /dev/null @@ -1,21 +0,0 @@ -#include "HYCharacGameplayAbility.h" -#include "AbilitySystemComponent.h" - -UHYCharacGameplayAbility::UHYCharacGameplayAbility() -{ - InstancingPolicy = EGameplayAbilityInstancingPolicy::InstancedPerActor; - - ActivationBlockedTags.AddTag(FGameplayTag::RequestGameplayTag(FName("State.Dead"))); - ActivationBlockedTags.AddTag(FGameplayTag::RequestGameplayTag(FName("State.Debuff.Stun"))); -} - -void UHYCharacGameplayAbility::OnAvatarSet(const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilitySpec& Spec) -{ - Super::OnAvatarSet(ActorInfo, Spec); - - if (ActivateAbilityOnGranted) - { - ActorInfo->AbilitySystemComponent->TryActivateAbility(Spec.Handle, false); - } -} - diff --git a/hwanyoung2/Source/hwanyoung2/HYCharacGameplayAbility.h b/hwanyoung2/Source/hwanyoung2/HYCharacGameplayAbility.h deleted file mode 100644 index b6c948ea..00000000 --- a/hwanyoung2/Source/hwanyoung2/HYCharacGameplayAbility.h +++ /dev/null @@ -1,32 +0,0 @@ -// Fill out your copyright notice in the Description page of Project Settings. - -#pragma once - -#include "CoreMinimal.h" -#include "Abilities/GameplayAbility.h" -#include "hwanyoung2.h" -#include "HYCharacGameplayAbility.generated.h" - -/** - * - */ -UCLASS() -class HWANYOUNG2_API UHYCharacGameplayAbility : public UGameplayAbility -{ - GENERATED_BODY() -public: - - UHYCharacGameplayAbility(); - - //Abilities with this set will automatically activate when the input is pressed: - UPROPERTY(BlueprintReadOnly, EditAnywhere, Category = "Ability") - EAbilityInputID AbilityInputID = EAbilityInputID::None; - - UPROPERTY(BlueprintReadOnly, EditAnywhere, Category = "Ability") - EAbilityInputID AbilityID = EAbilityInputID::None; - - UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Ability") - bool ActivateAbilityOnGranted = false; - - virtual void OnAvatarSet(const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilitySpec& Spec) override; -}; diff --git a/hwanyoung2/Source/hwanyoung2/HYPlayerCharacAttributeSet.cpp b/hwanyoung2/Source/hwanyoung2/HYPlayerCharacAttributeSet.cpp deleted file mode 100644 index 970dfbff..00000000 --- a/hwanyoung2/Source/hwanyoung2/HYPlayerCharacAttributeSet.cpp +++ /dev/null @@ -1,77 +0,0 @@ -// Fill out your copyright notice in the Description page of Project Settings. - - -#include "HYPlayerCharacAttributeSet.h" -#include "Net/UnrealNetwork.h" - - -UHYPlayerCharacAttributeSet::UHYPlayerCharacAttributeSet() -{ -} - -UHYPlayerCharacAttributeSet::~UHYPlayerCharacAttributeSet() -{ -} - -void UHYPlayerCharacAttributeSet::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const -{ - - Super::GetLifetimeReplicatedProps(OutLifetimeProps); - - DOREPLIFETIME_CONDITION_NOTIFY(UHYPlayerCharacAttributeSet, PlayerLevel, COND_None, REPNOTIFY_Always); - DOREPLIFETIME_CONDITION_NOTIFY(UHYPlayerCharacAttributeSet, Health, COND_None, REPNOTIFY_Always); - DOREPLIFETIME_CONDITION_NOTIFY(UHYPlayerCharacAttributeSet, MaxHealth, COND_None, REPNOTIFY_Always); - DOREPLIFETIME_CONDITION_NOTIFY(UHYPlayerCharacAttributeSet, Mana, COND_None, REPNOTIFY_Always); - DOREPLIFETIME_CONDITION_NOTIFY(UHYPlayerCharacAttributeSet, MaxMana, COND_None, REPNOTIFY_Always); - DOREPLIFETIME_CONDITION_NOTIFY(UHYPlayerCharacAttributeSet, Stamina, COND_None, REPNOTIFY_Always); - DOREPLIFETIME_CONDITION_NOTIFY(UHYPlayerCharacAttributeSet, MaxStamina, COND_None, REPNOTIFY_Always); - DOREPLIFETIME_CONDITION_NOTIFY(UHYPlayerCharacAttributeSet, GaugeP, COND_None, REPNOTIFY_Always); - DOREPLIFETIME_CONDITION_NOTIFY(UHYPlayerCharacAttributeSet, MaxGaugeP, COND_None, REPNOTIFY_Always); -} - - - -void UHYPlayerCharacAttributeSet::OnRep_Level(const FGameplayAttributeData& OldPlayerLevel) -{ - GAMEPLAYATTRIBUTE_REPNOTIFY(UHYPlayerCharacAttributeSet, PlayerLevel, OldPlayerLevel); -} - -void UHYPlayerCharacAttributeSet::OnRep_Health(const FGameplayAttributeData& OldHealth) -{ - GAMEPLAYATTRIBUTE_REPNOTIFY(UHYPlayerCharacAttributeSet, Health, OldHealth); -} - -void UHYPlayerCharacAttributeSet::OnRep_MaxHealth(const FGameplayAttributeData& OldMaxHealth) -{ - GAMEPLAYATTRIBUTE_REPNOTIFY(UHYPlayerCharacAttributeSet, MaxHealth, OldMaxHealth); -} - -void UHYPlayerCharacAttributeSet::OnRep_Mana(const FGameplayAttributeData& OldMana) -{ - GAMEPLAYATTRIBUTE_REPNOTIFY(UHYPlayerCharacAttributeSet, Mana, OldMana); -} - -void UHYPlayerCharacAttributeSet::OnRep_MaxMana(const FGameplayAttributeData& OldMaxMana) -{ - GAMEPLAYATTRIBUTE_REPNOTIFY(UHYPlayerCharacAttributeSet, MaxMana, OldMaxMana); -} - -void UHYPlayerCharacAttributeSet::OnRep_GaugeP(const FGameplayAttributeData& OldGaugeP) -{ - GAMEPLAYATTRIBUTE_REPNOTIFY(UHYPlayerCharacAttributeSet, GaugeP, OldGaugeP); -} - -void UHYPlayerCharacAttributeSet::OnRep_MaxGaugeP(const FGameplayAttributeData& OldMaxGaugeP) -{ - GAMEPLAYATTRIBUTE_REPNOTIFY(UHYPlayerCharacAttributeSet, MaxGaugeP, OldMaxGaugeP); -} - -void UHYPlayerCharacAttributeSet::OnRep_Stamina(const FGameplayAttributeData& OldStamina) -{ - GAMEPLAYATTRIBUTE_REPNOTIFY(UHYPlayerCharacAttributeSet, Stamina, OldStamina); -} - -void UHYPlayerCharacAttributeSet::OnRep_MaxStamina(const FGameplayAttributeData& OldMaxStamina) -{ - GAMEPLAYATTRIBUTE_REPNOTIFY(UHYPlayerCharacAttributeSet, MaxStamina, OldMaxStamina); -} diff --git a/hwanyoung2/Source/hwanyoung2/HYPlayerCharacAttributeSet.h b/hwanyoung2/Source/hwanyoung2/HYPlayerCharacAttributeSet.h deleted file mode 100644 index 41dabcb9..00000000 --- a/hwanyoung2/Source/hwanyoung2/HYPlayerCharacAttributeSet.h +++ /dev/null @@ -1,117 +0,0 @@ -// Fill out your copyright notice in the Description page of Project Settings. - -#pragma once - -#include "CoreMinimal.h" -#include "AttributeSet.h" -#include "AbilitySystemComponent.h" -#include "HYPlayerCharacAttributeSet.generated.h" - -/** - * - */ - -UCLASS() -class HWANYOUNG2_API UHYPlayerCharacAttributeSet : public UAttributeSet -{ - GENERATED_BODY() - -public: - - UHYPlayerCharacAttributeSet(); //constructor - ~UHYPlayerCharacAttributeSet(); //destructor - - //when there are changes to any attributes, the attribute set needs to be replicated - //in order for other appropriate entities within the game level to be aware of such changes - virtual void GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const override; - - UPROPERTY(BlueprintReadOnly, Category = "Player Level", ReplicatedUsing = OnRep_Level) - FGameplayAttributeData PlayerLevel; - GAMEPLAYATTRIBUTE_PROPERTY_GETTER(UHYPlayerCharacAttributeSet, PlayerLevel) - GAMEPLAYATTRIBUTE_VALUE_GETTER(PlayerLevel) - GAMEPLAYATTRIBUTE_VALUE_SETTER(PlayerLevel) - GAMEPLAYATTRIBUTE_VALUE_INITTER(PlayerLevel) - - UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Health", ReplicatedUsing = OnRep_Health) - FGameplayAttributeData Health; - GAMEPLAYATTRIBUTE_PROPERTY_GETTER(UHYPlayerCharacAttributeSet, Health) - GAMEPLAYATTRIBUTE_VALUE_GETTER(Health) - GAMEPLAYATTRIBUTE_VALUE_SETTER(Health) - GAMEPLAYATTRIBUTE_VALUE_INITTER(Health) - - UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Health", ReplicatedUsing = OnRep_MaxHealth) - FGameplayAttributeData MaxHealth; - GAMEPLAYATTRIBUTE_PROPERTY_GETTER(UHYPlayerCharacAttributeSet, MaxHealth) - GAMEPLAYATTRIBUTE_VALUE_GETTER(MaxHealth) - GAMEPLAYATTRIBUTE_VALUE_SETTER(MaxHealth) - GAMEPLAYATTRIBUTE_VALUE_INITTER(MaxHealth) - - UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Mana", ReplicatedUsing = OnRep_Mana) - FGameplayAttributeData Mana; - GAMEPLAYATTRIBUTE_PROPERTY_GETTER(UHYPlayerCharacAttributeSet, Mana) - GAMEPLAYATTRIBUTE_VALUE_GETTER(Mana) - GAMEPLAYATTRIBUTE_VALUE_SETTER(Mana) - GAMEPLAYATTRIBUTE_VALUE_INITTER(Mana) - - UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Mana", ReplicatedUsing = OnRep_MaxMana) - FGameplayAttributeData MaxMana; - GAMEPLAYATTRIBUTE_PROPERTY_GETTER(UHYPlayerCharacAttributeSet, MaxMana) - GAMEPLAYATTRIBUTE_VALUE_GETTER(MaxMana) - GAMEPLAYATTRIBUTE_VALUE_SETTER(MaxMana) - GAMEPLAYATTRIBUTE_VALUE_INITTER(MaxMana) - - UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Ultimate Gauge Point", ReplicatedUsing = OnRep_GaugeP) - FGameplayAttributeData GaugeP; - GAMEPLAYATTRIBUTE_PROPERTY_GETTER(UHYPlayerCharacAttributeSet, GaugeP) - GAMEPLAYATTRIBUTE_VALUE_GETTER(GaugeP) - GAMEPLAYATTRIBUTE_VALUE_SETTER(GaugeP) - GAMEPLAYATTRIBUTE_VALUE_INITTER(GaugeP) - - UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Ultimate Gauge Point", ReplicatedUsing = OnRep_MaxGaugeP) - FGameplayAttributeData MaxGaugeP; - GAMEPLAYATTRIBUTE_PROPERTY_GETTER(UHYPlayerCharacAttributeSet, MaxGaugeP) - GAMEPLAYATTRIBUTE_VALUE_GETTER(MaxGaugeP) - GAMEPLAYATTRIBUTE_VALUE_SETTER(MaxGaugeP) - GAMEPLAYATTRIBUTE_VALUE_INITTER(MaxGaugeP) - - UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Stamina", ReplicatedUsing = OnRep_Stamina) - FGameplayAttributeData Stamina; - GAMEPLAYATTRIBUTE_PROPERTY_GETTER(UHYPlayerCharacAttributeSet, Stamina) - GAMEPLAYATTRIBUTE_VALUE_GETTER(Stamina) - GAMEPLAYATTRIBUTE_VALUE_SETTER(Stamina) - GAMEPLAYATTRIBUTE_VALUE_INITTER(Stamina) - - UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Stamina", ReplicatedUsing = OnRep_MaxStamina) - FGameplayAttributeData MaxStamina; - GAMEPLAYATTRIBUTE_PROPERTY_GETTER(UHYPlayerCharacAttributeSet, MaxStamina) - GAMEPLAYATTRIBUTE_VALUE_GETTER(MaxStamina) - GAMEPLAYATTRIBUTE_VALUE_SETTER(MaxStamina) - GAMEPLAYATTRIBUTE_VALUE_INITTER(MaxStamina) - - UFUNCTION() - virtual void OnRep_Level(const FGameplayAttributeData& OldPlayerLevel); - - UFUNCTION() - virtual void OnRep_Health(const FGameplayAttributeData& OldHealth); - - UFUNCTION() - virtual void OnRep_MaxHealth(const FGameplayAttributeData& OldMaxHealth); - - UFUNCTION() - virtual void OnRep_Mana(const FGameplayAttributeData& OldMana); - - UFUNCTION() - virtual void OnRep_MaxMana(const FGameplayAttributeData& OldMaxMana); - - UFUNCTION() - virtual void OnRep_GaugeP(const FGameplayAttributeData& OldGaugeP); - - UFUNCTION() - virtual void OnRep_MaxGaugeP(const FGameplayAttributeData& OldMaxGaugeP); - - UFUNCTION() - virtual void OnRep_Stamina(const FGameplayAttributeData& OldStamina); - - UFUNCTION() - virtual void OnRep_MaxStamina(const FGameplayAttributeData& OldMaxStamina); -}; diff --git a/hwanyoung2/Source/hwanyoung2/HYPlayerState.cpp b/hwanyoung2/Source/hwanyoung2/HYPlayerState.cpp deleted file mode 100644 index 0caa5973..00000000 --- a/hwanyoung2/Source/hwanyoung2/HYPlayerState.cpp +++ /dev/null @@ -1,207 +0,0 @@ -// Fill out your copyright notice in the Description page of Project Settings. - - -#include "HYPlayerState.h" -#include "HYCharacAbilitySystemComponent.h" -#include "HYPlayerCharacAttributeSet.h" - - -AHYPlayerState::AHYPlayerState() -{ - AbilitySystemComponent = - CreateDefaultSubobject( - TEXT("AbilitySystemComponent")); - - AbilitySystemComponent->SetIsReplicated(true); - - //we do mixed because we only need to replicate gameplay cues - //which are responsible for visual stuff - AbilitySystemComponent->SetReplicationMode( - EGameplayEffectReplicationMode::Mixed); - - AttributeSetBase = - CreateDefaultSubobject( - TEXT("AttributeSetBase")); - - NetUpdateFrequency = 100.0f; - - DeadTag = FGameplayTag::RequestGameplayTag(FName("State.Dead")); -} - -UAbilitySystemComponent* AHYPlayerState::GetAbilitySystemComponent() const -{ - return AbilitySystemComponent; -} - -UHYPlayerCharacAttributeSet* AHYPlayerState::GetAttributeSetBase() const -{ - return AttributeSetBase; -} - -bool AHYPlayerState::IsAlive() const -{ - return GetHealth() > 0.0f; -} - -void AHYPlayerState::ShowAbilityConfirmCancelText(bool showText) -{ -} - -float AHYPlayerState::GetHealth() const -{ - return AttributeSetBase->GetHealth(); -} - -float AHYPlayerState::GetMaxHealth() const -{ - return AttributeSetBase->GetMaxHealth(); -} - -float AHYPlayerState::GetMana() const -{ - return AttributeSetBase->GetMana(); -} - -float AHYPlayerState::GetMaxMana() const -{ - return AttributeSetBase->GetMaxMana(); -} - -float AHYPlayerState::GetStamina() const -{ - return AttributeSetBase->GetStamina(); -} - -float AHYPlayerState::GetMaxStamina() const -{ - return AttributeSetBase->GetMaxStamina(); -} - -float AHYPlayerState::GetGaugeP() const -{ - return AttributeSetBase->GetGaugeP(); -} - -float AHYPlayerState::GetMaxGaugeP() const -{ - return AttributeSetBase->GetGaugeP(); -} - -float AHYPlayerState::GetPlayerLevel() const -{ - return AttributeSetBase->GetPlayerLevel(); -} - -void AHYPlayerState::BeginPlay() -{ - Super::BeginPlay(); - - if (AbilitySystemComponent) - { - //what we are doing here is creating a "link" - //between the attribute change event and the function. - //we will do this for all attribute change delegate handlers - HPChangedDelegateHandle = - AbilitySystemComponent->GetGameplayAttributeValueChangeDelegate( - AttributeSetBase->GetHealthAttribute()).AddUObject( - this, &AHYPlayerState::HealthChanged); - MaxHPChangedDelegateHandle = - AbilitySystemComponent->GetGameplayAttributeValueChangeDelegate( - AttributeSetBase->GetMaxHealthAttribute()).AddUObject( - this, &AHYPlayerState::MaxHealthChanged); - MPChangedDelegateHandle = - AbilitySystemComponent->GetGameplayAttributeValueChangeDelegate( - AttributeSetBase->GetManaAttribute()).AddUObject( - this, &AHYPlayerState::ManaChanged); - MaxMPChangedDelegateHandle = - AbilitySystemComponent->GetGameplayAttributeValueChangeDelegate( - AttributeSetBase->GetMaxManaAttribute()).AddUObject( - this, &AHYPlayerState::MaxManaChanged); - StaminaChangedDelegateHandle = - AbilitySystemComponent->GetGameplayAttributeValueChangeDelegate( - AttributeSetBase->GetStaminaAttribute()).AddUObject( - this, &AHYPlayerState::StaminaChanged); - MaxStaminaChangedDelegateHandle = - AbilitySystemComponent->GetGameplayAttributeValueChangeDelegate( - AttributeSetBase->GetMaxStaminaAttribute()).AddUObject( - this, &AHYPlayerState::MaxStaminaChanged); - GaugePChangedDelegateHandle = - AbilitySystemComponent->GetGameplayAttributeValueChangeDelegate( - AttributeSetBase->GetGaugePAttribute()).AddUObject( - this, &AHYPlayerState::GaugePChanged); - MaxGaugePChangedDelegateHandle = - AbilitySystemComponent->GetGameplayAttributeValueChangeDelegate( - AttributeSetBase->GetMaxGaugePAttribute()).AddUObject( - this, &AHYPlayerState::MaxGaugePChanged); - CharacterLevelChangedDelegateHandle = - AbilitySystemComponent->GetGameplayAttributeValueChangeDelegate( - AttributeSetBase->GetPlayerLevelAttribute()).AddUObject( - this, &AHYPlayerState::PlayerLevelChanged); - - //here we are making a custom gameplay tag event for State.Debuff.Stun - AbilitySystemComponent->RegisterGameplayTagEvent(FGameplayTag::RequestGameplayTag( - FName("State.Debuff.Stun")), EGameplayTagEventType::NewOrRemoved).AddUObject( - this, &AHYPlayerState::StunTagChanged); - } -} - -void AHYPlayerState::HealthChanged(const FOnAttributeChangeData& Data) -{ - UE_LOG(LogTemp, Warning, TEXT("Health changed!")); -} - -void AHYPlayerState::MaxHealthChanged(const FOnAttributeChangeData& Data) -{ - UE_LOG(LogTemp, Warning, TEXT("Max Health changed!")); -} - -void AHYPlayerState::ManaChanged(const FOnAttributeChangeData& Data) -{ - UE_LOG(LogTemp, Warning, TEXT("Mana changed!")); -} - -void AHYPlayerState::MaxManaChanged(const FOnAttributeChangeData& Data) -{ - UE_LOG(LogTemp, Warning, TEXT("Max Mana changed!")); -} - -void AHYPlayerState::StaminaChanged(const FOnAttributeChangeData& Data) -{ - UE_LOG(LogTemp, Warning, TEXT("Stamina changed!")); -} - -void AHYPlayerState::MaxStaminaChanged(const FOnAttributeChangeData& Data) -{ - UE_LOG(LogTemp, Warning, TEXT("Max Stamina changed!")); -} - -void AHYPlayerState::GaugePChanged(const FOnAttributeChangeData& Data) -{ - UE_LOG(LogTemp, Warning, TEXT("Gauge Point changed!")); -} - -void AHYPlayerState::MaxGaugePChanged(const FOnAttributeChangeData& Data) -{ - UE_LOG(LogTemp, Warning, TEXT("Max Gauge Point changed!")); -} - -void AHYPlayerState::PlayerLevelChanged(const FOnAttributeChangeData& Data) -{ - UE_LOG(LogTemp, Warning, TEXT("Player Level changed!")); -} - -void AHYPlayerState::StunTagChanged(const FGameplayTag CallbackTag, int32 NewCount) -{ - if (NewCount > 0) - { - FGameplayTagContainer AbilityTagsToCancel; - AbilityTagsToCancel.AddTag(FGameplayTag::RequestGameplayTag(FName("Ability"))); - - FGameplayTagContainer AbilityTagsToIgnore; - AbilityTagsToIgnore.AddTag(FGameplayTag::RequestGameplayTag( - FName("Ability.NotCanceledByStun"))); - - AbilitySystemComponent->CancelAbilities( - &AbilityTagsToCancel, &AbilityTagsToCancel); - } -} diff --git a/hwanyoung2/Source/hwanyoung2/HYPlayerState.h b/hwanyoung2/Source/hwanyoung2/HYPlayerState.h deleted file mode 100644 index 210b4d48..00000000 --- a/hwanyoung2/Source/hwanyoung2/HYPlayerState.h +++ /dev/null @@ -1,94 +0,0 @@ -// Fill out your copyright notice in the Description page of Project Settings. - -#pragma once - -#include "CoreMinimal.h" -#include "AbilitySystemInterface.h" -#include "GameplayTagContainer.h" -#include "GameplayEffectTypes.h" -#include "GameFramework/PlayerState.h" -#include "HYPlayerState.generated.h" - -/** - * - */ -UCLASS() -class HWANYOUNG2_API AHYPlayerState : public APlayerState, public IAbilitySystemInterface -{ - GENERATED_BODY() - -public: - AHYPlayerState(); - - virtual UAbilitySystemComponent* GetAbilitySystemComponent() const override; - - class UHYPlayerCharacAttributeSet* GetAttributeSetBase() const; - - UFUNCTION(BlueprintCallable, Category = "Hwanyoung|Player State") - bool IsAlive() const; - - UFUNCTION(BlueprintCallable, Category = "Hwanyoung|Player State|UI") - void ShowAbilityConfirmCancelText(bool showText); - - UFUNCTION(BlueprintCallable, Category = "Hwanyoung|Player State|Attributes") - float GetHealth() const; - - UFUNCTION(BlueprintCallable, Category = "Hwanyoung|Player State|Attributes") - float GetMaxHealth() const; - - UFUNCTION(BlueprintCallable, Category = "Hwanyoung|Player State|Attributes") - float GetMana() const; - - UFUNCTION(BlueprintCallable, Category = "Hwanyoung|Player State|Attributes") - float GetMaxMana() const; - - UFUNCTION(BlueprintCallable, Category = "Hwanyoung|Player State|Attributes") - float GetStamina() const; - - UFUNCTION(BlueprintCallable, Category = "Hwanyoung|Player State|Attributes") - float GetMaxStamina() const; - - UFUNCTION(BlueprintCallable, Category = "Hwanyoung|Player State|Attributes") - float GetGaugeP() const; - - UFUNCTION(BlueprintCallable, Category = "Hwanyoung|Player State|Attributes") - float GetMaxGaugeP() const; - - UFUNCTION(BlueprintCallable, Category = "Hwanyoung|Player State|Attributes") - float GetPlayerLevel() const; - - -protected: - UPROPERTY() - class UHYCharacAbilitySystemComponent* AbilitySystemComponent; - - UPROPERTY() - class UHYPlayerCharacAttributeSet* AttributeSetBase; - - FGameplayTag DeadTag; - - FDelegateHandle HPChangedDelegateHandle; - FDelegateHandle MaxHPChangedDelegateHandle; - FDelegateHandle MPChangedDelegateHandle; - FDelegateHandle MaxMPChangedDelegateHandle; - FDelegateHandle StaminaChangedDelegateHandle; - FDelegateHandle MaxStaminaChangedDelegateHandle; - FDelegateHandle GaugePChangedDelegateHandle; - FDelegateHandle MaxGaugePChangedDelegateHandle; - FDelegateHandle CharacterLevelChangedDelegateHandle; - - virtual void BeginPlay() override; - - virtual void HealthChanged(const FOnAttributeChangeData& Data); - virtual void MaxHealthChanged(const FOnAttributeChangeData& Data); - virtual void ManaChanged(const FOnAttributeChangeData& Data); - virtual void MaxManaChanged(const FOnAttributeChangeData& Data); - virtual void StaminaChanged(const FOnAttributeChangeData& Data); - virtual void MaxStaminaChanged(const FOnAttributeChangeData& Data); - virtual void GaugePChanged(const FOnAttributeChangeData& Data); - virtual void MaxGaugePChanged(const FOnAttributeChangeData& Data); - virtual void PlayerLevelChanged(const FOnAttributeChangeData& Data); - - virtual void StunTagChanged(const FGameplayTag CallbackTag, int32 NewCount); - -}; diff --git a/hwanyoung2/Source/hwanyoung2/hwanyoung2.Build.cs b/hwanyoung2/Source/hwanyoung2/hwanyoung2.Build.cs index 6f4fcb93..a6b09ba5 100644 --- a/hwanyoung2/Source/hwanyoung2/hwanyoung2.Build.cs +++ b/hwanyoung2/Source/hwanyoung2/hwanyoung2.Build.cs @@ -9,6 +9,5 @@ public class hwanyoung2 : ModuleRules PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "HeadMountedDisplay", "EnhancedInput" }); - PrivateDependencyModuleNames.AddRange(new string[] { "GameplayAbilities", "GameplayTags", "GameplayTasks" }); } } diff --git a/hwanyoung2/Source/hwanyoung2/hwanyoung2Character.cpp b/hwanyoung2/Source/hwanyoung2/hwanyoung2Character.cpp index 824af9f7..19089797 100644 --- a/hwanyoung2/Source/hwanyoung2/hwanyoung2Character.cpp +++ b/hwanyoung2/Source/hwanyoung2/hwanyoung2Character.cpp @@ -1,9 +1,6 @@ // Copyright Epic Games, Inc. All Rights Reserved. #include "hwanyoung2Character.h" -#include "HYCharacAbilitySystemComponent.h" -#include "HYPlayerCharacAttributeSet.h" -#include "HYCharacGameplayAbility.h" #include "HYPlayerCharacController.h" #include "Camera/CameraComponent.h" #include "Components/CapsuleComponent.h" @@ -20,86 +17,17 @@ ////////////////////////////////////////////////////////////////////////// // Ahwanyoung2Character - -float Ahwanyoung2Character::GetGaugeP() const -{ - if (AttributeSetBase.IsValid()) - { - return AttributeSetBase->GetGaugeP(); - } - - return 0.0f; -} - -float Ahwanyoung2Character::GetMaxGaugeP() const -{ - if (AttributeSetBase.IsValid()) - { - return AttributeSetBase->GetMaxGaugeP(); - } - - return 0.0f; -} - Ahwanyoung2Character::Ahwanyoung2Character() { Initialize(); } -Ahwanyoung2Character::Ahwanyoung2Character(const FObjectInitializer& ObjectInitializer): - Super(ObjectInitializer.SetDefaultSubobjectClass( - ACharacter::CharacterMovementComponentName)) -{ - Initialize(); - - // Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it. - PrimaryActorTick.bCanEverTick = true; - - //setting up the capsule collider object for the character: - GetCapsuleComponent()->SetCollisionResponseToChannel(ECollisionChannel::ECC_Visibility, - ECollisionResponse::ECR_Overlap); - - bAlwaysRelevant = true; - - DeadTag = FGameplayTag::RequestGameplayTag(FName("State.Dead")); - EffectRemoveOnDeathTag = FGameplayTag::RequestGameplayTag(FName("State.RemoveOnDeath")); -} void Ahwanyoung2Character::PossessedBy(AController* NewController) { Super::PossessedBy(NewController); - //In the server: - if (AbilitySystemComponent != NULL) { - AbilitySystemComponent->InitAbilityActorInfo(this, this); // who is the avatar? - } - - SetOwner(this); - - InitializeAttributes(); - AddCharacterAbilities(); -} - -void Ahwanyoung2Character::OnRep_PlayerState() -{ - Super::OnRep_PlayerState(); - - //The same business with intializing: - AbilitySystemComponent->InitAbilityActorInfo(this, this); - InitializeAttributes(); - - //Key binding: - if (AbilitySystemComponent != 0 && InputComponent) { - const FGameplayAbilityInputBinds Binds("Confirm", "Cancel", "EAbilityInputID", - static_cast(EAbilityInputID::Confirm), static_cast(EAbilityInputID::Cancel)); - AbilitySystemComponent->BindAbilityActivationToInputComponent(InputComponent, Binds); - } -} - -UAbilitySystemComponent* Ahwanyoung2Character::GetAbilitySystemComponent() const -{ - return AbilitySystemComponent.Get(); } float Ahwanyoung2Character::GetStartingCameraBoomArmLength() @@ -268,15 +196,9 @@ void Ahwanyoung2Character::Initialize() // are set in the derived blueprint asset named ThirdPersonCharacter (to avoid direct content references in C++) } -bool Ahwanyoung2Character::IsAlive() const -{ - return GetHealth() > 0.0f; -} -int32 Ahwanyoung2Character::GetAbilityLevel(EAbilityInputID AbilityID) const -{ - return int32(); -} + + //void Ahwanyoung2Character::RemoveCharacterAbilities() //{ @@ -337,185 +259,3 @@ int32 Ahwanyoung2Character::GetAbilityLevel(EAbilityInputID AbilityID) const // FinishDying(); // } //} - -void Ahwanyoung2Character::FinishDying() -{ - Destroy(); -} - -float Ahwanyoung2Character::GetPlayerLevel() const -{ - if (AttributeSetBase.IsValid()) - { - return AttributeSetBase->GetPlayerLevel(); - } - - return 0.0f; -} - -float Ahwanyoung2Character::GetHealth() const -{ - if (AttributeSetBase.IsValid()) - { - return AttributeSetBase->GetHealth(); - } - - return 0.0f; -} - -float Ahwanyoung2Character::GetMaxHealth() const -{ - if (AttributeSetBase.IsValid()) - { - return AttributeSetBase->GetMaxHealth(); - } - - return 0.0f; -} - -float Ahwanyoung2Character::GetMana() const -{ - if (AttributeSetBase.IsValid()) - { - return AttributeSetBase->GetMana(); - } - - return 0.0f; -} - -float Ahwanyoung2Character::GetMaxMana() const -{ - if (AttributeSetBase.IsValid()) - { - return AttributeSetBase->GetMaxMana(); - } - - return 0.0f; -} - -float Ahwanyoung2Character::GetStamina() const -{ - if (AttributeSetBase.IsValid()) - { - return AttributeSetBase->GetStamina(); - } - - return 0.0f; -} - -float Ahwanyoung2Character::GetMaxStamina() const -{ - if (AttributeSetBase.IsValid()) - { - return AttributeSetBase->GetMaxStamina(); - } - - return 0.0f; -} - -void Ahwanyoung2Character::AddCharacterAbilities() -{ - if (GetLocalRole() != ROLE_Authority || - !AbilitySystemComponent.IsValid() || - AbilitySystemComponent->CharacterAbilitiesGiven) - { - return; - } - - //if there are no abilities added to the character: - for (TSubclassOf& StartUpAbility : CharacterAbilities) - { - AbilitySystemComponent->GiveAbility( - FGameplayAbilitySpec(StartUpAbility, - GetAbilityLevel(StartUpAbility.GetDefaultObject()->AbilityID), - static_cast (StartUpAbility.GetDefaultObject()->AbilityInputID), - this)); - } -} - -void Ahwanyoung2Character::InitializeAttributes() -{ - - if (!AbilitySystemComponent.IsValid()) - { - return; - } - - if (!DefaultAttributes) - { - UE_LOG(LogTemp, Error, - TEXT("%s() Missing DefaultAttributes for %s. Please fill in the character's Blueprint."), - *FString(__FUNCTION__), *GetName()); - return; - } - - FGameplayEffectContextHandle EffectContext = AbilitySystemComponent->MakeEffectContext(); - EffectContext.AddSourceObject(this); - - FGameplayEffectSpecHandle NewHandle = AbilitySystemComponent-> - MakeOutgoingSpec(DefaultAttributes, GetPlayerLevel(), EffectContext); - if (NewHandle.IsValid()) - { - //apply the gameplayeffect here: - FActiveGameplayEffectHandle ActiveGEHandle = AbilitySystemComponent->ApplyGameplayEffectSpecToTarget( - *NewHandle.Data.Get(), AbilitySystemComponent.Get()); - } -} - -void Ahwanyoung2Character::AddStartupEffects() -{ - if (GetLocalRole() != ROLE_Authority || - !AbilitySystemComponent.IsValid() || - AbilitySystemComponent->StartupEffectApplied) - { - return; - } - - FGameplayEffectContextHandle EffectContext = AbilitySystemComponent->MakeEffectContext(); - EffectContext.AddSourceObject(this); - - for (TSubclassOf GameplayEffect : StartupEffects) - { - FGameplayEffectSpecHandle NewHandle = AbilitySystemComponent->MakeOutgoingSpec(GameplayEffect, GetPlayerLevel(), EffectContext); - if (NewHandle.IsValid()) - { - FActiveGameplayEffectHandle ActiveGEHandle = - AbilitySystemComponent->ApplyGameplayEffectSpecToTarget( - *NewHandle.Data.Get(), AbilitySystemComponent.Get()); - } - } - AbilitySystemComponent->StartupEffectApplied = true; -} - -void Ahwanyoung2Character::SetHealth(float Health) -{ - if (AttributeSetBase.IsValid()) - { - AttributeSetBase->SetHealth(Health); - } -} - -void Ahwanyoung2Character::SetMana(float Mana) -{ - if (AttributeSetBase.IsValid()) - { - AttributeSetBase->SetMana(Mana); - } -} - -void Ahwanyoung2Character::SetStamina(float Stamina) -{ - if (AttributeSetBase.IsValid()) - { - AttributeSetBase->SetStamina(Stamina); - } -} - -void Ahwanyoung2Character::SetGaugeP(float GaugeP) -{ - if (AttributeSetBase.IsValid()) - { - AttributeSetBase->SetGaugeP(GaugeP); - } -} - diff --git a/hwanyoung2/Source/hwanyoung2/hwanyoung2Character.h b/hwanyoung2/Source/hwanyoung2/hwanyoung2Character.h index c07de520..872bb5d7 100644 --- a/hwanyoung2/Source/hwanyoung2/hwanyoung2Character.h +++ b/hwanyoung2/Source/hwanyoung2/hwanyoung2Character.h @@ -5,18 +5,12 @@ #include "CoreMinimal.h" #include "GameFramework/Character.h" #include "InputActionValue.h" -#include "AbilitySystemInterface.h" //allows defining an interface for ability system -#include "GameplayEffectTypes.h" -#include "GameplayTagContainer.h" #include "hwanyoung2.h" #include "hwanyoung2Character.generated.h" -DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FCharacterDiedDelegate, - Ahwanyoung2Character*, Character); - UCLASS(config=Game) -class Ahwanyoung2Character : public ACharacter, public IAbilitySystemInterface +class Ahwanyoung2Character : public ACharacter { GENERATED_BODY() @@ -56,54 +50,14 @@ private: void Initialize(); public: - UPROPERTY(BlueprintAssignable, Category = "Hwanyoung|Character") - FCharacterDiedDelegate OnCharacterDied; - - UFUNCTION(BlueprintCallable, Category = "Hwanyoung|Character") - virtual bool IsAlive() const; - - UFUNCTION(BlueprintCallable, Category = "Hwanyoung|Character") - virtual int32 GetAbilityLevel(EAbilityInputID AbilityID) const; - - ////this function is called only in the server: - //virtual void RemoveCharacterAbilities(); - ////this is also called only in the server: - //virtual void Die(); - - UFUNCTION(BlueprintCallable, Category = "Hwanyoung|Character") - virtual void FinishDying(); - - //attribute getter functions - UFUNCTION(BlueprintCallable, Category = "Hwanyoung|Attributes") - float GetPlayerLevel() const; - UFUNCTION(BlueprintCallable, Category = "Hwanyoung|Attributes") - float GetHealth() const; - UFUNCTION(BlueprintCallable, Category = "Hwanyoung|Atributes") - float GetMaxHealth() const; - UFUNCTION(BlueprintCallable, Category = "Hwanyoung|Attributes") - float GetMana() const; - UFUNCTION(BlueprintCallable, Category = "Hwanyoung|Atributes") - float GetMaxMana() const; - UFUNCTION(BlueprintCallable, Category = "Hwanyoung|Attributes") - float GetStamina() const; - UFUNCTION(BlueprintCallable, Category = "Hwanyoung|Atributes") - float GetMaxStamina() const; - UFUNCTION(BlueprintCallable, Category = "Hwanyoung|Attributes") - float GetGaugeP() const; - UFUNCTION(BlueprintCallable, Category = "Hwanyoung|Atributes") - float GetMaxGaugeP() const; + Ahwanyoung2Character(); - Ahwanyoung2Character(const class FObjectInitializer& ObjectInitializer); //Updates the AbilitysystemComponent's actorInfo, especially in a multiplayer environment //Gets called on the server (so basically my end) virtual void PossessedBy(AController* NewController) override; - //Gets called on the client (their end) - virtual void OnRep_PlayerState() override; - //getter function for ability system component: - virtual UAbilitySystemComponent* GetAbilitySystemComponent() const override; UFUNCTION(BlueprintCallable, Category = "HY_Character|Camera") float GetStartingCameraBoomArmLength(); @@ -120,15 +74,6 @@ public: protected: - //pointers to the attribute set and ability system component - //of the player character - /** Our ability system */ - UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Abilities, meta = (AllowPrivateAccess = "true")) - TWeakObjectPtr AbilitySystemComponent; - - UPROPERTY() - TWeakObjectPtr AttributeSetBase; - UPROPERTY(BlueprintReadOnly, Category = "HY_Character|Camera") float StartingCameraBoomArmLength; @@ -141,40 +86,10 @@ protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "HY_Character|Camera") float BaseLookUpRate = 45.0f; - //gameplaytags represent the states of the object; - //so if we were to modify the gameplay tags of a character, - //we are, comprehensively speaking, changing the states of - //the given character - FGameplayTag DeadTag; - FGameplayTag EffectRemoveOnDeathTag; UPROPERTY(BlueprintReadOnly, EditAnywhere, Category = "Hwanyoung|Character") FText CharacterName; - UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Hwanyoung|Animation") - UAnimMontage* DeathMontage; - - UPROPERTY(BlueprintReadOnly, EditAnywhere, Category = "Hwanyoung|Abilties") - TSubclassOf DefaultAttributes; - - UPROPERTY(BlueprintReadOnly, EditAnywhere, Category = "Hwanyoung|Abilities") - TArray> StartupEffects; - - UPROPERTY(BlueprintReadOnly, EditAnywhere, Category = "Hwanyoung|Abilities") - TArray> CharacterAbilities; - - virtual void AddCharacterAbilities(); - virtual void InitializeAttributes(); - virtual void AddStartupEffects(); - - //these two functions are going to be used - //when re/spawn; changes to these attributes mid-gameplay - //are going to be calculated via GameplayEffects - virtual void SetHealth(float Health); - virtual void SetMana(float Mana); - virtual void SetStamina(float Stamina); - virtual void SetGaugeP(float GaugeP); - /** Called for movement input */ void Move(const FInputActionValue& Value);