47 lines
1.4 KiB
C++
47 lines
1.4 KiB
C++
// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "AbilitySystemComponent.h"
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#include "EnhancedInputComponent.h"
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#include "PlayerGameplayAbilitiesDataAsset.h"
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#include "ElistriaAbilitySystemComponent.generated.h"
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/**
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*
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*/
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class UPlayerGameplayAbilitiesDataAsset;
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnASCGrantedInputAbilties, UElistriaAbilitySystemComponent*, ASC);
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UCLASS()
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class ELISTRIA_CALLING_API UElistriaAbilitySystemComponent : public UAbilitySystemComponent
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{
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintAssignable, Category="AbilitySystem")
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FOnASCGrantedInputAbilties OnGrantedInputAbilties;
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UFUNCTION(BlueprintCallable, Category="AbilitySystem")
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void GrantAbilitiesFromDataAsset(const UPlayerGameplayAbilitiesDataAsset* AbilitiesDataAsset);
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UFUNCTION(BlueprintCallable, Category="AbilitySystem")
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void HandleInputTag(ETriggerEvent EventType, FGameplayTag InputTag);
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UFUNCTION(BlueprintCallable, Category="AbilitySystem")
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void ConfirmTargetingInput(){TargetConfirm();}
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UFUNCTION(BlueprintCallable, Category="AbilitySystem")
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void CancelTargetingInput(){TargetCancel();}
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnAbilitiesChanged, UElistriaAbilitySystemComponent*, ASC);
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UPROPERTY(BlueprintAssignable)
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FOnAbilitiesChanged OnAbilitiesChanged;
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private:
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UPROPERTY()
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TMap<FGameplayTag, FGameplayAbilitySpecHandle> TagToSpecHandleMap;
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};
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