第一次提交
This commit is contained in:
@@ -0,0 +1,74 @@
|
||||
// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "GCS_CombatStructLibrary.h"
|
||||
#include "UObject/Object.h"
|
||||
#include "GCS_GameplayEffectContext.generated.h"
|
||||
|
||||
/**
|
||||
* The Combat related data which was carried and pass around within gameplay effect context, as one of the gameplay effect context payload.
|
||||
* 战斗相关数据,在游戏效果上下文中被携带和传递,作为游戏效果上下文数据之一。
|
||||
*/
|
||||
USTRUCT(BlueprintType)
|
||||
struct GENERICCOMBATSYSTEM_API FGCS_ContextPayload_Combat
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
|
||||
void SetTaggedValue(const FGameplayTag& Tag, float NewValue);
|
||||
|
||||
float GetTaggedValue(const FGameplayTag& Tag) const;
|
||||
|
||||
/**
|
||||
* Indicate the effect spec owning this context was Predictively executed.
|
||||
* 表示拥有此上下文的效果实例是以客户端预测方式执行的。
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="GCS")
|
||||
bool bIsPredictingContext{false};
|
||||
|
||||
UPROPERTY()
|
||||
FPredictionKey PredictionKey;
|
||||
|
||||
/**
|
||||
* Attack definition data table.
|
||||
* 攻击定义数据表。
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="GCS", meta=(RequiredAssetDataTags = "RowStructure=/Script/GenericCombatSystem.GCS_AttackDefinition"))
|
||||
TObjectPtr<const UDataTable> AtkDataTable{nullptr};
|
||||
|
||||
/**
|
||||
* Row name in the attack definition table.
|
||||
* 攻击定义表中的行名。
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="GCS")
|
||||
FName AtkRowName{NAME_None};
|
||||
|
||||
/**
|
||||
* Bullet definition data table.
|
||||
* 子弹定义数据表。
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="GCS", meta=(RequiredAssetDataTags = "RowStructure=/Script/GenericCombatSystem.GCS_BulletDefinition"))
|
||||
TObjectPtr<const UDataTable> BulletDataTable{nullptr};
|
||||
|
||||
/**
|
||||
* Row name in the bullet definition table.
|
||||
* 子弹定义表中的行名。
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="GCS")
|
||||
FName BulletRowName{NAME_None};
|
||||
|
||||
/**
|
||||
* The tags added during gameplay effect apply(coming from MMC,or Execution).
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="GCS")
|
||||
FGameplayTagContainer DynamicTags;
|
||||
|
||||
/**
|
||||
* Array of tagged values associated with the combat process.
|
||||
* 与战斗过程关联的标记值数组。
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="GCS")
|
||||
TArray<FGCS_TaggedValue> TaggedValues;
|
||||
};
|
||||
Reference in New Issue
Block a user