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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
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#include "GGA_AbilitySystemStructLibrary.h"
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bool FGGA_GameplayEffectContainerSpec::HasValidEffects() const
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{
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return TargetGameplayEffectSpecs.Num() > 0;
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}
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bool FGGA_GameplayEffectContainerSpec::HasValidTargets() const
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{
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return TargetData.Num() > 0;
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}
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void FGGA_GameplayEffectContainerSpec::AddTargets(const TArray<FHitResult>& HitResults, const TArray<AActor*>& TargetActors)
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{
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for (const FHitResult& HitResult : HitResults)
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{
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FGameplayAbilityTargetData_SingleTargetHit* NewData = new FGameplayAbilityTargetData_SingleTargetHit(HitResult);
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TargetData.Add(NewData);
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}
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if (TargetActors.Num() > 0)
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{
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FGameplayAbilityTargetData_ActorArray* NewData = new FGameplayAbilityTargetData_ActorArray();
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NewData->TargetActorArray.Append(TargetActors);
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TargetData.Add(NewData);
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}
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}
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