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不明不惑
2026-03-03 01:23:02 +08:00
commit 3e434877e8
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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#include "GameplayActors/GGA_Character.h"
#include "AbilitySystemComponent.h"
#include "Components/GameFrameworkComponentManager.h"
AGGA_Character::AGGA_Character(const FObjectInitializer& ObjectInitializer): Super(ObjectInitializer)
{
PrimaryActorTick.bCanEverTick = true;
}
void AGGA_Character::PreInitializeComponents()
{
Super::PreInitializeComponents();
UGameFrameworkComponentManager::AddGameFrameworkComponentReceiver(this);
}
void AGGA_Character::BeginPlay()
{
UGameFrameworkComponentManager::SendGameFrameworkComponentExtensionEvent(this, UGameFrameworkComponentManager::NAME_GameActorReady);
Super::BeginPlay();
}
void AGGA_Character::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
UGameFrameworkComponentManager::RemoveGameFrameworkComponentReceiver(this);
Super::EndPlay(EndPlayReason);
}
void AGGA_Character::OnRep_Controller()
{
Super::OnRep_Controller();
ReceivePlayerController();
}
void AGGA_Character::OnRep_PlayerState()
{
Super::OnRep_PlayerState();
ReceivePlayerState();
}
UAbilitySystemComponent* AGGA_Character::GetAbilitySystemComponent() const
{
if (UAbilitySystemComponent* BpProvidedASC = CustomGetAbilitySystemComponent())
{
return BpProvidedASC;
}
return nullptr;
}
void AGGA_Character::GetOwnedGameplayTags(FGameplayTagContainer& TagContainer) const
{
}
// Called to bind functionality to input
void AGGA_Character::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
}