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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.
#pragma once
#include "CoreMinimal.h"
#include "AbilitySystemInterface.h"
#include "GameplayTagAssetInterface.h"
#include "GameFramework/Character.h"
#include "GGA_Character.generated.h"
/**
* @brief A character with ability system.
*/
UCLASS()
class GENERICGAMEPLAYABILITIES_API AGGA_Character : public ACharacter, public IAbilitySystemInterface, public IGameplayTagAssetInterface
{
GENERATED_BODY()
public:
// Sets default values for this character's properties
AGGA_Character(const FObjectInitializer& ObjectInitializer);
virtual void PreInitializeComponents() override;
virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
#pragma region Pawn
protected:
virtual void OnRep_Controller() override;
virtual void OnRep_PlayerState() override;
/**
* @brief Called when controller replicated to client.
*/
UFUNCTION(BlueprintImplementableEvent, Category=Character, meta=(DisplayName="Receive Player Controller"))
void ReceivePlayerController();
/**
* @brief Called when player state replicated to client.
*/
UFUNCTION(BlueprintImplementableEvent, Category=Character, meta=(DisplayName="Receive Player State"))
void ReceivePlayerState();
#pragma endregion Pawn
#pragma region AbilitySystem
public:
virtual UAbilitySystemComponent* GetAbilitySystemComponent() const override;
protected:
UFUNCTION(BlueprintImplementableEvent)
UAbilitySystemComponent* CustomGetAbilitySystemComponent() const;
private:
#pragma endregion AbilitySystem
public:
virtual void GetOwnedGameplayTags(FGameplayTagContainer& TagContainer) const override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
};

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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GGA_AbilitySystemComponent.h"
#include "GGA_Character.h"
#include "GGA_CharacterWithAbilities.generated.h"
UCLASS()
class GENERICGAMEPLAYABILITIES_API AGGA_CharacterWithAbilities : public AGGA_Character
{
GENERATED_BODY()
public:
AGGA_CharacterWithAbilities(const FObjectInitializer& ObjectInitializer);
virtual UAbilitySystemComponent* GetAbilitySystemComponent() const override;
private:
UPROPERTY(Category=Character, VisibleAnywhere, BlueprintReadOnly, meta=(AllowPrivateAccess = "true"))
TObjectPtr<UGGA_AbilitySystemComponent> AbilitySystemComponent;
};

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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#pragma once
#include "AbilitySystemInterface.h"
#include "Engine/EngineTypes.h"
#include "GameFramework/GameState.h"
#include "GameFramework/GameStateBase.h"
#include "GGA_GameState.generated.h"
class UGGA_AbilitySystemComponent;
class UObject;
/**
* @brief A Game State base with ability system component.
*/
UCLASS(Blueprintable)
class GENERICGAMEPLAYABILITIES_API AGGA_GameStateBase : public AGameStateBase, public IAbilitySystemInterface
{
GENERATED_BODY()
public:
AGGA_GameStateBase(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
//~ Begin AActor interface
virtual void PreInitializeComponents() override;
virtual void PostInitializeComponents() override;
virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
//~ End AActor interface
//~IAbilitySystemInterface
virtual UAbilitySystemComponent* GetAbilitySystemComponent() const override;
//~End of IAbilitySystemInterface
private:
// The ability system component subobject for game-wide things (primarily gameplay cues)
UPROPERTY(VisibleAnywhere, Category = "GGA|GameState")
TObjectPtr<UGGA_AbilitySystemComponent> AbilitySystemComponent;
};
/**
* @brief A Game State with ability system component.
*/
UCLASS(Blueprintable)
class GENERICGAMEPLAYABILITIES_API AGGA_GameState : public AGameState, public IAbilitySystemInterface
{
GENERATED_BODY()
public:
AGGA_GameState(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
//~ Begin AActor interface
virtual void PreInitializeComponents() override;
virtual void PostInitializeComponents() override;
virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
//~ End AActor interface
protected:
//~ Begin AGameState interface
virtual void HandleMatchHasStarted() override;
//~ Begin AGameState interface
//~IAbilitySystemInterface
virtual UAbilitySystemComponent* GetAbilitySystemComponent() const override;
//~End of IAbilitySystemInterface
private:
// The ability system component subobject for game-wide things (primarily gameplay cues)
UPROPERTY(VisibleAnywhere, Category = "GameState")
TObjectPtr<UGGA_AbilitySystemComponent> AbilitySystemComponent;
};

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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "AbilitySystemInterface.h"
#include "GGA_AbilitySystemComponent.h"
#include "GameFramework/PlayerState.h"
#include "GGA_PlayerState.generated.h"
/**
* @brief Minimal PlayerState class that supports extension by game feature plugins.
*/
UCLASS()
class GENERICGAMEPLAYABILITIES_API AGGA_PlayerState : public APlayerState, public IAbilitySystemInterface
{
GENERATED_BODY()
public:
AGGA_PlayerState(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
//~ Begin AActor interface
virtual void PreInitializeComponents() override;
virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
virtual void Reset() override;
virtual void ClientInitialize(AController* C) override;
//~ End AActor interface
virtual UAbilitySystemComponent* GetAbilitySystemComponent() const override;
protected:
//~ Begin APlayerState interface
virtual void CopyProperties(APlayerState* PlayerState);
//~ End APlayerState interface
protected:
/**
* Called by Controller when its PlayerState is initially replicated.
* @param Controller
*/
UFUNCTION(BlueprintImplementableEvent)
void ReceiveClientInitialize(AController* Controller);
private:
UPROPERTY(Category=PlayerState, VisibleAnywhere, BlueprintReadOnly, meta=(AllowPrivateAccess = "true"))
TObjectPtr<UGGA_AbilitySystemComponent> AbilitySystemComponent;
};