60 lines
2.0 KiB
C++
60 lines
2.0 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 "EleriAbilitySystemComponent.generated.h"
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class UGameplayEffect;
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_ThreeParams(FOnAttributeChange, FGameplayAttribute, GameplayAttribute, float, NewValue, float, OldValue);
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UENUM(BlueprintType)
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enum class EProfessionType : uint8 {
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ALCHEMY UMETA(DisplayName="Alchemy"),
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BOTANY UMETA(DisplayName = "Botany"),
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GATHERING UMETA(DisplayName = "Gathering"),
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FLYING UMETA(DisplayName = "Flying"),
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MAX UMETA(Hidden)
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};
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/**
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*
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*/
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UCLASS()
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class PROJECTELERI_API UEleriAbilitySystemComponent : public UAbilitySystemComponent
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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TArray<TSubclassOf<UGameplayEffect>> InitialEffects;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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TMap<EProfessionType, TSubclassOf<UGameplayEffect>> ProfessionModifierEffects;
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UPROPERTY(BlueprintAssignable)
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FOnAttributeChange OnAttributeChange;
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UFUNCTION(BlueprintCallable, Category = "Eleri Ability System", meta = (WorldContext = "WorldContextObject"))
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static void AddExp(UObject* WorldContextObject, FGameplayAttribute GameplayAttribute, float Amount);
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UFUNCTION(BlueprintCallable, Category = "Eleri Ability System", meta = (WorldContext = "WorldContextObject"))
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static void AddProfessionExp(UObject* WorldContextObject, EProfessionType Profession, float Amount);
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UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Eleri Ability System", meta = (WorldContext = "WorldContextObject"))
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static int32 GetProfessionLevel(UObject* WorldContextObject, EProfessionType Profession);
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protected:
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UPROPERTY()
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TMap<EProfessionType, FActiveGameplayEffectHandle> ProfessionModifierEffectsContainer;
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virtual void BeginPlay() override;
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void AttributeChanged(const FOnAttributeChangeData& AttributeChangeData);
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static FGameplayAttribute GetGameplayAttributeForProfession(EProfessionType Profession);
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};
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