Files
PHY/Plugins/GCS/Source/GenericGameplayAbilities/Private/GGA_GlobalAbilitySystem.cpp
2026-03-03 01:23:02 +08:00

155 lines
3.8 KiB
C++

// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#include "GGA_GlobalAbilitySystem.h"
#include "GGA_AbilitySystemComponent.h"
#include "Abilities/GameplayAbility.h"
void FGGA_GlobalAppliedAbilityList::AddToASC(TSubclassOf<UGameplayAbility> Ability, UGGA_AbilitySystemComponent* ASC)
{
if (FGameplayAbilitySpecHandle* SpecHandle = Handles.Find(ASC))
{
RemoveFromASC(ASC);
}
UGameplayAbility* AbilityCDO = Ability->GetDefaultObject<UGameplayAbility>();
FGameplayAbilitySpec AbilitySpec(AbilityCDO);
const FGameplayAbilitySpecHandle AbilitySpecHandle = ASC->GiveAbility(AbilitySpec);
Handles.Add(ASC, AbilitySpecHandle);
}
void FGGA_GlobalAppliedAbilityList::RemoveFromASC(UGGA_AbilitySystemComponent* ASC)
{
if (FGameplayAbilitySpecHandle* SpecHandle = Handles.Find(ASC))
{
ASC->ClearAbility(*SpecHandle);
Handles.Remove(ASC);
}
}
void FGGA_GlobalAppliedAbilityList::RemoveFromAll()
{
for (auto& KVP : Handles)
{
if (KVP.Key != nullptr)
{
KVP.Key->ClearAbility(KVP.Value);
}
}
Handles.Empty();
}
void FGGA_GlobalAppliedEffectList::AddToASC(TSubclassOf<UGameplayEffect> Effect, UGGA_AbilitySystemComponent* ASC)
{
if (FActiveGameplayEffectHandle* EffectHandle = Handles.Find(ASC))
{
RemoveFromASC(ASC);
}
const UGameplayEffect* GameplayEffectCDO = Effect->GetDefaultObject<UGameplayEffect>();
const FActiveGameplayEffectHandle GameplayEffectHandle = ASC->ApplyGameplayEffectToSelf(GameplayEffectCDO, /*Level=*/ 1, ASC->MakeEffectContext());
Handles.Add(ASC, GameplayEffectHandle);
}
void FGGA_GlobalAppliedEffectList::RemoveFromASC(UGGA_AbilitySystemComponent* ASC)
{
if (FActiveGameplayEffectHandle* EffectHandle = Handles.Find(ASC))
{
ASC->RemoveActiveGameplayEffect(*EffectHandle);
Handles.Remove(ASC);
}
}
void FGGA_GlobalAppliedEffectList::RemoveFromAll()
{
for (auto& KVP : Handles)
{
if (KVP.Key != nullptr)
{
KVP.Key->RemoveActiveGameplayEffect(KVP.Value);
}
}
Handles.Empty();
}
UGGA_GlobalAbilitySystem::UGGA_GlobalAbilitySystem()
{
}
void UGGA_GlobalAbilitySystem::ApplyAbilityToAll(TSubclassOf<UGameplayAbility> Ability)
{
if ((Ability.Get() != nullptr) && (!AppliedAbilities.Contains(Ability)))
{
FGGA_GlobalAppliedAbilityList& Entry = AppliedAbilities.Add(Ability);
for (UGGA_AbilitySystemComponent* ASC : RegisteredASCs)
{
Entry.AddToASC(Ability, ASC);
}
}
}
void UGGA_GlobalAbilitySystem::ApplyEffectToAll(TSubclassOf<UGameplayEffect> Effect)
{
if ((Effect.Get() != nullptr) && (!AppliedEffects.Contains(Effect)))
{
FGGA_GlobalAppliedEffectList& Entry = AppliedEffects.Add(Effect);
for (UGGA_AbilitySystemComponent* ASC : RegisteredASCs)
{
Entry.AddToASC(Effect, ASC);
}
}
}
void UGGA_GlobalAbilitySystem::RemoveAbilityFromAll(TSubclassOf<UGameplayAbility> Ability)
{
if ((Ability.Get() != nullptr) && AppliedAbilities.Contains(Ability))
{
FGGA_GlobalAppliedAbilityList& Entry = AppliedAbilities[Ability];
Entry.RemoveFromAll();
AppliedAbilities.Remove(Ability);
}
}
void UGGA_GlobalAbilitySystem::RemoveEffectFromAll(TSubclassOf<UGameplayEffect> Effect)
{
if ((Effect.Get() != nullptr) && AppliedEffects.Contains(Effect))
{
FGGA_GlobalAppliedEffectList& Entry = AppliedEffects[Effect];
Entry.RemoveFromAll();
AppliedEffects.Remove(Effect);
}
}
void UGGA_GlobalAbilitySystem::RegisterASC(UGGA_AbilitySystemComponent* ASC)
{
check(ASC);
for (auto& Entry : AppliedAbilities)
{
Entry.Value.AddToASC(Entry.Key, ASC);
}
for (auto& Entry : AppliedEffects)
{
Entry.Value.AddToASC(Entry.Key, ASC);
}
RegisteredASCs.AddUnique(ASC);
}
void UGGA_GlobalAbilitySystem::UnregisterASC(UGGA_AbilitySystemComponent* ASC)
{
check(ASC);
for (auto& Entry : AppliedAbilities)
{
Entry.Value.RemoveFromASC(ASC);
}
for (auto& Entry : AppliedEffects)
{
Entry.Value.RemoveFromASC(ASC);
}
RegisteredASCs.Remove(ASC);
}