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不明不惑
2026-03-03 01:23:02 +08:00
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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#include "GameplayActors/GGA_GameState.h"
#include "GGA_AbilitySystemComponent.h"
#include "Components/GameFrameworkComponentManager.h"
#include "Components/GameStateComponent.h"
#include "Containers/Array.h"
// #include UE_INLINE_GENERATED_CPP_BY_NAME(ModularGameState)
AGGA_GameStateBase::AGGA_GameStateBase(const FObjectInitializer& ObjectInitializer)
{
PrimaryActorTick.bCanEverTick = true;
PrimaryActorTick.bStartWithTickEnabled = true;
AbilitySystemComponent = ObjectInitializer.CreateDefaultSubobject<UGGA_AbilitySystemComponent>(this, TEXT("AbilitySystemComponent"));
AbilitySystemComponent->SetIsReplicated(true);
AbilitySystemComponent->SetReplicationMode(EGameplayEffectReplicationMode::Mixed);
}
void AGGA_GameStateBase::PostInitializeComponents()
{
Super::PostInitializeComponents();
if (AbilitySystemComponent)
{
AbilitySystemComponent->InitAbilityActorInfo(/*Owner=*/ this, /*Avatar=*/ this);
}
}
UAbilitySystemComponent* AGGA_GameStateBase::GetAbilitySystemComponent() const
{
return AbilitySystemComponent;
}
void AGGA_GameStateBase::PreInitializeComponents()
{
Super::PreInitializeComponents();
UGameFrameworkComponentManager::AddGameFrameworkComponentReceiver(this);
}
void AGGA_GameStateBase::BeginPlay()
{
UGameFrameworkComponentManager::SendGameFrameworkComponentExtensionEvent(this, UGameFrameworkComponentManager::NAME_GameActorReady);
Super::BeginPlay();
}
void AGGA_GameStateBase::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
UGameFrameworkComponentManager::RemoveGameFrameworkComponentReceiver(this);
Super::EndPlay(EndPlayReason);
}
AGGA_GameState::AGGA_GameState(const FObjectInitializer& ObjectInitializer): Super(ObjectInitializer)
{
PrimaryActorTick.bCanEverTick = true;
PrimaryActorTick.bStartWithTickEnabled = true;
AbilitySystemComponent = ObjectInitializer.CreateDefaultSubobject<UGGA_AbilitySystemComponent>(this, TEXT("AbilitySystemComponent"));
AbilitySystemComponent->SetIsReplicated(true);
AbilitySystemComponent->SetReplicationMode(EGameplayEffectReplicationMode::Mixed);
}
UAbilitySystemComponent* AGGA_GameState::GetAbilitySystemComponent() const
{
return AbilitySystemComponent;
}
void AGGA_GameState::PreInitializeComponents()
{
Super::PreInitializeComponents();
UGameFrameworkComponentManager::AddGameFrameworkComponentReceiver(this);
}
void AGGA_GameState::PostInitializeComponents()
{
Super::PostInitializeComponents();
if (AbilitySystemComponent)
{
AbilitySystemComponent->InitAbilityActorInfo(/*Owner=*/ this, /*Avatar=*/ this);
}
}
void AGGA_GameState::BeginPlay()
{
UGameFrameworkComponentManager::SendGameFrameworkComponentExtensionEvent(this, UGameFrameworkComponentManager::NAME_GameActorReady);
Super::BeginPlay();
}
void AGGA_GameState::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
UGameFrameworkComponentManager::RemoveGameFrameworkComponentReceiver(this);
Super::EndPlay(EndPlayReason);
}
void AGGA_GameState::HandleMatchHasStarted()
{
Super::HandleMatchHasStarted();
TArray<UGameStateComponent*> ModularComponents;
GetComponents(ModularComponents);
for (UGameStateComponent* Component : ModularComponents)
{
Component->HandleMatchHasStarted();
}
}