Files
UnrealEngineUWP/Engine/Source/Runtime/SkillSystem/Private/SkillSystemTestPawn.cpp
David Ratti 0852b4edac SkillSystem GameplayAbilities WIP
[CL 2059092 by David Ratti in Main branch]
2014-04-29 21:55:02 -04:00

54 lines
2.1 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "SkillSystemModulePrivatePCH.h"
FName ASkillSystemTestPawn::AttributeComponentName(TEXT("AttributeComponent0"));
ASkillSystemTestPawn::ASkillSystemTestPawn(const class FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
AttributeComponent = PCIP.CreateDefaultSubobject<UAttributeComponent>(this, ASkillSystemTestPawn::AttributeComponentName);
AttributeComponent->SetIsReplicated(true);
//DefaultAbilitySet = NULL;
}
void ASkillSystemTestPawn::PostInitializeComponents()
{
static UProperty *DamageProperty = FindFieldChecked<UProperty>(USkillSystemTestAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(USkillSystemTestAttributeSet, Damage));
Super::PostInitializeComponents();
GameplayCueHandler.Owner = this;
AttributeComponent->InitStats(USkillSystemTestAttributeSet::StaticClass(), NULL);
/*
if (DefaultAbilitySet != NULL)
{
AttributeComponent->InitializeAbilities(DefaultAbilitySet);
}
*/
}
void ASkillSystemTestPawn::GameplayCueActivated(const FGameplayTagContainer & GameplayCueTags, float NormalizedMagnitude)
{
SKILL_LOG(Log, TEXT("GameplayCueExecuted: %s. %.2f"), *GetName(), NormalizedMagnitude);
GameplayCueHandler.GameplayCueActivated(GameplayCueTags, NormalizedMagnitude);
}
void ASkillSystemTestPawn::GameplayCueExecuted(const FGameplayTagContainer & GameplayCueTags, float NormalizedMagnitude)
{
SKILL_LOG(Log, TEXT("GameplayCueExecuted: %s. %.2f"), *GetName(), NormalizedMagnitude);
GameplayCueHandler.GameplayCueExecuted(GameplayCueTags, NormalizedMagnitude);
}
void ASkillSystemTestPawn::GameplayCueAdded(const FGameplayTagContainer & GameplayCueTags, float NormalizedMagnitude)
{
SKILL_LOG(Log, TEXT("GameplayCueAdded: %s. %.2f"), *GetName(), NormalizedMagnitude);
GameplayCueHandler.GameplayCueAdded(GameplayCueTags, NormalizedMagnitude);
}
void ASkillSystemTestPawn::GameplayCueRemoved(const FGameplayTagContainer & GameplayCueTags, float NormalizedMagnitude)
{
SKILL_LOG(Log, TEXT("GameplayCueRemoved: %s. %.2f"), *GetName(), NormalizedMagnitude);
GameplayCueHandler.GameplayCueRemoved(GameplayCueTags, NormalizedMagnitude);
}