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C++ FGAGameEffectHandle类代码示例

本文整理汇总了C++中FGAGameEffectHandle的典型用法代码示例。如果您正苦于以下问题:C++ FGAGameEffectHandle类的具体用法?C++ FGAGameEffectHandle怎么用?C++ FGAGameEffectHandle使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了FGAGameEffectHandle类的14个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: switch

void FGAGameEffectContainer::InternalApplyEffectByAggregation(const FGAGameEffectHandle& HandleIn)
{
	EGAEffectAggregation Aggregation = HandleIn.GetEffectRef().GameEffect->EffectAggregation;

	switch (Aggregation)
	{
	case EGAEffectAggregation::AggregateByInstigator:
	{
		TMap<FGAGameEffectHandle, TSharedPtr<FGAGameEffect>>& EffectMap = InstigatorEffects.FindOrAdd(HandleIn.GetContextRef().Instigator.Get());
		EffectMap.Add(HandleIn, HandleIn.GetEffectPtr());
		TMap<FName, TSet<FGAGameEffectHandle>>& EffectByClass = InstigatorEffectHandles.FindOrAdd(HandleIn.GetContextRef().Instigator.Get());
		TSet<FGAGameEffectHandle>& EffectSet = EffectByClass.FindOrAdd(HandleIn.GetEffectSpec()->GetFName());
		EffectSet.Add(HandleIn);

		break;
	}
	case EGAEffectAggregation::AggregateByTarget:
	{
		TSet<FGAGameEffectHandle>& Handles = TargetEffectByType.FindOrAdd(HandleIn.GetEffectSpec()->GetFName());
		Handles.Add(HandleIn);
		//TargetEffects.Add(HandleIn, HandleIn.GetEffectPtr());

		break;
	}
	}
	ActiveEffects.Add(HandleIn, HandleIn.GetEffectPtr());
}
开发者ID:MatrIsCool,项目名称:ActionRPGGame,代码行数:27,代码来源:GAGameEffect.cpp

示例2: InternalRemoveEffect

void UGAAttributeComponent::InternalRemoveEffect(FGAGameEffectHandle& HandleIn)
{
	FTimerManager& timer = GetWorld()->GetTimerManager();
	timer.ClearTimer(HandleIn.GetEffectRef().PeriodTimerHandle);
	timer.ClearTimer(HandleIn.GetEffectRef().DurationTimerHandle);
	UE_LOG(GameAttributesEffects, Log, TEXT("UGAAttributeComponent:: Reset Timers and Remove Effect"));
	
	FGAGameEffect& Effect = HandleIn.GetEffectRef();
	TArray<FGAEffectMod> Mods = Effect.GetOnAppliedMods();

	for (FGAEffectMod& mod : Mods)
	{
		FGAAttributeBase* attr = DefaultAttributes->GetAttribute(mod.Attribute);
		if (attr)
		{
			UE_LOG(GameAttributes, Log, TEXT("Value Before bonus of attribute = %f"), attr->GetFinalValue());
			attr->RemoveBonus(HandleIn);
			UE_LOG(GameAttributes, Log, TEXT("Value After bonus of attribute = %f"), attr->GetFinalValue());
			
		}
	}
	
	GameEffectContainer.RemoveEffect(HandleIn);


}
开发者ID:KellenYY,项目名称:ActionRPGGame,代码行数:26,代码来源:GAAttributeComponent.cpp

示例3: UE_LOG

void FGAGameEffectContainer::InternalCheckPeriodicEffectStacking(const FGAGameEffectHandle& HandleIn)
{
	UGAGameEffectSpec* Spec = HandleIn.GetEffectSpec();
	//sEGAEffectStacking Stacking = Spec->EffectStacking;
	EGAEffectAggregation Aggregation = Spec->EffectAggregation;
	EGAEffectStacking Stacking = HandleIn.GetEffectSpec()->EffectStacking;
	UE_LOG(GameAttributes, Log, TEXT("Stacking Type: %s"), *EnumToString::GetStatckingAsString(Stacking));
	FGAGameEffectHandle* Handle = nullptr;
	switch (Aggregation)
	{
		case EGAEffectAggregation::AggregateByInstigator:
		{
			TMap<FName, TSet<FGAGameEffectHandle>>* EffectHandle = InstigatorEffectHandles.Find(HandleIn.GetContextRef().Instigator.Get());
			TSet<FGAGameEffectHandle>* HandleSet = nullptr;
			if (EffectHandle)
			{
				HandleSet = EffectHandle->Find(HandleIn.GetEffectSpec()->GetFName());
				if (HandleSet)
				{
					Handle = HandleSet->Find(HandleIn);
				}
			}
		}
		case EGAEffectAggregation::AggregateByTarget:
		{
			TSet<FGAGameEffectHandle>* HandleSet = TargetEffectByType.Find(HandleIn.GetEffectSpec()->GetFName());
			if (HandleSet)
			{
				Handle = HandleSet->Find(HandleIn);
			}
			break;
		}
	}
	switch (Stacking)
	{
		case EGAEffectStacking::Add:
		{
			break;
		}
		case EGAEffectStacking::Duration:
		{
			break;
		}
		case EGAEffectStacking::Intensity:
		{
			break;
		}
		case EGAEffectStacking::Override:
		{
			break;
		}
		case EGAEffectStacking::StrongerOverride:
		{
			InternalApplyPeriodic(HandleIn);
			break;
		}
	}
	InternalApplyEffectByAggregation(HandleIn);
}
开发者ID:MatrIsCool,项目名称:ActionRPGGame,代码行数:59,代码来源:GAGameEffect.cpp

示例4: InternalApplyEffectTags

void FGAGameEffectContainer::InternalApplyEffectTags(const FGAGameEffectHandle& HandleIn)
{
	//wayt to few dereferences!
	UGAAttributeComponent* Target = HandleIn.GetContextRef().TargetComp.Get();
	FGAGameEffect& Effect = HandleIn.GetEffectRef();

	Target->AppliedTags.AddTagContainer(Effect.ApplyTags);
}
开发者ID:MatrIsCool,项目名称:ActionRPGGame,代码行数:8,代码来源:GAGameEffect.cpp

示例5: switch

void FGAGameEffectContainer::RemoveEffect(FGAGameEffectHandle& HandleIn)
{
	EGAEffectAggregation aggregatiopn = HandleIn.GetEffectRef().GameEffect->EffectAggregation;
	UObject* Instigator = HandleIn.GetContextRef().Instigator.Get();
	TSharedPtr<FGAGameEffect> effect = ActiveEffects.FindAndRemoveChecked(HandleIn);

	if (effect.IsValid())
	{
		switch (aggregatiopn)
		{
			case EGAEffectAggregation::AggregateByInstigator:
			{
				TMap<FGAGameEffectHandle, TSharedPtr<FGAGameEffect>>* effects = InstigatorEffects.Find(Instigator);
				TMap<FName, TSet<FGAGameEffectHandle>>* EffectByClass = InstigatorEffectHandles.Find(Instigator);
				if (EffectByClass)
				{
					//Probabaly need another path for removing just single effect from stack.
					EffectByClass->Remove(HandleIn.GetEffectSpec()->GetFName());
				}
				if (effects)
				{
					effects->FindAndRemoveChecked(HandleIn);
					if (effects->Num() == 0)
					{
						InstigatorEffects.Remove(Instigator);
					}
				}
				break;
			}
			case EGAEffectAggregation::AggregateByTarget:
			{
				//TargetEffects.FindAndRemoveChecked(HandleIn);
				TSet<FGAGameEffectHandle>* Handles = TargetEffectByType.Find(HandleIn.GetEffectSpec()->GetFName());
				//check aggregation type to know which effect to remove exactly ?
				TargetEffectByType.Remove(HandleIn.GetEffectSpec()->GetFName());
				break;
			}
		}
		for (FGAGameEffectModifier& Modifier : effect->GameEffect->Modifiers)
		{
			if (Modifier.Attribute.IsValid())
			{
				FGAAttributeBase* Attribute = OwningComp->GetAttribute(Modifier.Attribute);
				if (Attribute)
				{
					Attribute->RemoveBonus(HandleIn);
				}
			}
		}
		UE_LOG(GameAttributesEffects, Log, TEXT("FGAGameEffectContainer:: Removing Effect"))
			effect.Reset();
	}
}
开发者ID:in1side,项目名称:C-Iniside,代码行数:53,代码来源:GAGameEffect.cpp

示例6: InternalApplyDuration

void FGAGameEffectContainer::InternalApplyDuration(const FGAGameEffectHandle& HandleIn)
{
	FTimerDelegate delDuration = FTimerDelegate::CreateUObject(HandleIn.GetContext().TargetComp.Get(), &UGAAttributeComponent::ExpireEffect, HandleIn);
	FTimerManager& timerDuration = HandleIn.GetEffectRef().Context.TargetComp->GetWorld()->GetTimerManager();

	timerDuration.SetTimer(HandleIn.GetEffectRef().DurationTimerHandle, delDuration,
		HandleIn.GetEffectSpec()->Duration, false, HandleIn.GetEffectSpec()->Duration);

	TArray<FGAEffectMod> Modifiers = HandleIn.GetEffectRef().GetAttributeModifiers();
	EGAEffectStacking Stacking = HandleIn.GetEffectSpec()->EffectStacking;
	InternalApplyEffectTags(HandleIn);
	for (FGAEffectMod& Modifier : Modifiers)
	{
		if (Modifier.Attribute.IsValid())
		{
			UGAAttributesBase* attr = HandleIn.GetContextRef().GetTargetAttributes();
			FGAAttributeBase* Attribute = attr->GetAttribute(Modifier.Attribute);

			if (Attribute)
			{
				Attribute->AddBonus(FGAModifier(Modifier.AttributeMod, Modifier.Value), HandleIn, Stacking);
			}
		}
	}
}
开发者ID:MatrIsCool,项目名称:ActionRPGGame,代码行数:25,代码来源:GAGameEffect.cpp

示例7: switch

void FGAGameEffectContainer::RemoveEffect(FGAGameEffectHandle& HandleIn)
{
	EGAEffectAggregation aggregatiopn = HandleIn.GetEffectRef().GameEffect->EffectAggregation;
	UObject* Instigator = HandleIn.GetContextRef().Instigator.Get();
	TSharedPtr<FGAGameEffect> effect = ActiveEffects.FindAndRemoveChecked(HandleIn);

	if (effect.IsValid())
	{
		switch (aggregatiopn)
		{
		case EGAEffectAggregation::AggregateByInstigator:
		{
			TMap<FGAGameEffectHandle, TSharedPtr<FGAGameEffect>>* effects = InstigatorEffects.Find(Instigator);
			TMap<UClass*, FGAGameEffectHandle>* EffectByClass = InstigatorEffectHandles.Find(Instigator);
			if (EffectByClass)
			{
				EffectByClass->Remove(HandleIn.GetEffectSpec()->StaticClass());
			}
			if (effects)
			{
				effects->FindAndRemoveChecked(HandleIn);
				if (effects->Num() == 0)
				{
					InstigatorEffects.Remove(Instigator);
				}
			}
			break;
		}
		case EGAEffectAggregation::AggregateByTarget:
		{
			TargetEffects.FindAndRemoveChecked(HandleIn);
			break;
		}
		}
		for (FGAGameEffectModifier& Modifier : effect->GameEffect->Modifiers)
		{
			if (Modifier.Attribute.IsValid())
			{
				FGAAttributeBase* Attribute = OwningComp->GetAttribute(Modifier.Attribute);
				if (Attribute)
				{
					Attribute->RemoveBonus(HandleIn);
				}
			}
		}
		UE_LOG(GameAttributesEffects, Log, TEXT("FGAGameEffectContainer:: Removing Effect"))
			effect.Reset();
	}
}
开发者ID:RandomSource,项目名称:ActionRPGGame,代码行数:49,代码来源:GAGameEffect.cpp

示例8: InternalApplyModifiers

void FGAGameEffectContainer::InternalApplyModifiers(const FGAGameEffectHandle& HandleIn)
{
	TArray<FGAGameEffectModifier>& Modifiers = HandleIn.GetEffectSpec()->Modifiers;
	EGAEffectStacking Stacking = HandleIn.GetEffectSpec()->EffectStacking;
	for (FGAGameEffectModifier& Modifier : Modifiers)
	{
		if (Modifier.Attribute.IsValid())
		{
			UGAAttributesBase* attr = HandleIn.GetContextRef().GetTargetAttributes();
			FGAAttributeBase* Attribute = attr->GetAttribute(Modifier.Attribute);

			if (Attribute)
			{
				Attribute->AddBonus(FGAModifier(Modifier.ModType, Modifier.Value), HandleIn, Stacking);
			}
		}
	}
}
开发者ID:RandomSource,项目名称:ActionRPGGame,代码行数:18,代码来源:GAGameEffect.cpp

示例9: ExecuteEffect

void UGAAttributeComponent::ExecuteEffect(FGAGameEffectHandle HandleIn)
{
	/* 
		this patth will give effects chance to do any replicated events, like applying cues. 
		WE do not make any replication at the ApplyEffect because some effect might want to apply cues
		on periods on expiration etc, and all those will go trouch ExecuteEffect path.
	*/
	OnEffectExecuted.Broadcast(HandleIn);
	
	FGAGameEffect Effect = HandleIn.GetEffect();
	TArray<FGAEffectMod> Mods = Effect.GetOnAppliedMods();
	FGAExecutionContext ExecContext(Effect.Context.TargetComp.Get(), Effect.Context.TargetComp->DefaultAttributes,
		Effect.Context.InstigatorComp.Get(), Effect.Context.InstigatorComp->DefaultAttributes);
	for (FGAEffectMod& mod : Mods)
	{
		HandleIn.ExecuteEffect(HandleIn, mod, ExecContext);
	}

	//GameEffectContainer.ExecuteEffect(HandleIn, HandleIn.GetEffectRef());
}
开发者ID:KellenYY,项目名称:ActionRPGGame,代码行数:20,代码来源:GAAttributeComponent.cpp

示例10: InternalApplyEffect

void FGAGameEffectContainer::InternalApplyEffect(const FGAGameEffectHandle& HandleIn)
{
	UE_LOG(GameAttributesEffects, Log, TEXT("InternalApplyEffect"));
	if (HandleIn.GetEffectSpec()->EffectType == EGAEffectType::Periodic)
	{
		FTimerDelegate delPeriod = FTimerDelegate::CreateUObject(HandleIn.GetContext().TargetComp.Get(), &UGAAttributeComponent::ExecuteEffect, HandleIn);
		FTimerManager& PeriodicTimer = HandleIn.GetEffectRef().Context.TargetComp->GetWorld()->GetTimerManager();

		PeriodicTimer.SetTimer(HandleIn.GetEffectRef().PeriodTimerHandle, delPeriod,
			HandleIn.GetEffectSpec()->Period, true, 0);
	}
	FTimerDelegate delDuration = FTimerDelegate::CreateUObject(HandleIn.GetContext().TargetComp.Get(), &UGAAttributeComponent::ExpireEffect, HandleIn);
	FTimerManager& timerDuration = HandleIn.GetEffectRef().Context.TargetComp->GetWorld()->GetTimerManager();

	timerDuration.SetTimer(HandleIn.GetEffectRef().DurationTimerHandle, delDuration,
		HandleIn.GetEffectSpec()->Duration, false);
}
开发者ID:RandomSource,项目名称:ActionRPGGame,代码行数:17,代码来源:GAGameEffect.cpp

示例11: InternalApplyPeriodic

void FGAGameEffectContainer::InternalApplyPeriodic(const FGAGameEffectHandle& HandleIn)
{
	FTimerDelegate delPeriod = FTimerDelegate::CreateUObject(HandleIn.GetContext().TargetComp.Get(), &UGAAttributeComponent::ExecuteEffect, HandleIn);
	FTimerManager& PeriodicTimer = HandleIn.GetEffectRef().Context.TargetComp->GetWorld()->GetTimerManager();
	float period = HandleIn.GetEffectSpec()->Period;
	PeriodicTimer.SetTimer(HandleIn.GetEffectRef().PeriodTimerHandle, delPeriod,
		period, true, 0);

	FTimerDelegate delDuration = FTimerDelegate::CreateUObject(HandleIn.GetContext().TargetComp.Get(), &UGAAttributeComponent::ExpireEffect, HandleIn);
	FTimerManager& timerDuration = HandleIn.GetEffectRef().Context.TargetComp->GetWorld()->GetTimerManager();
	float Duration = HandleIn.GetEffectSpec()->Duration;
	timerDuration.SetTimer(HandleIn.GetEffectRef().DurationTimerHandle, delDuration,
		Duration, false, Duration);

	InternalApplyEffectTags(HandleIn);
}
开发者ID:MatrIsCool,项目名称:ActionRPGGame,代码行数:16,代码来源:GAGameEffect.cpp

示例12: ApplyEffectForDuration

void UGAAttributeComponent::ApplyEffectForDuration(FGAGameEffectHandle& HandleIn)
{
	FGAGameEffect& Effect = HandleIn.GetEffectRef();
	TArray<FGAEffectMod> Mods = Effect.GetOnAppliedMods();

	for (FGAEffectMod& mod : Mods)
	{
		FGAAttributeBase* attr = DefaultAttributes->GetAttribute(mod.Attribute);
		if (attr)
		{
			FGAModifier Modifier(mod.AttributeMod, mod.Value);
			float val = attr->GetFinalValue();
			UE_LOG(GameAttributes, Log, TEXT("Value Before bonus of attribute = %f"), val);
			attr->AddBonus(Modifier, HandleIn, EGAEffectStacking::Override);
			val = attr->GetFinalValue();
			UE_LOG(GameAttributes, Log, TEXT("Value After bonus of attribute = %f"), val);
		}
	}
}
开发者ID:KellenYY,项目名称:ActionRPGGame,代码行数:19,代码来源:GAAttributeComponent.cpp

示例13: InternalExtendEffectDuration

void FGAGameEffectContainer::InternalExtendEffectDuration(const FGAGameEffectHandle& HandleIn, const FGAGameEffectHandle& ExtendingHandleIn)
{
	if (ExtendingHandleIn.IsValid())
	{
		FTimerManager& DurationTimer = HandleIn.GetContextRef().TargetComp->GetWorld()->GetTimerManager();
		float RemainingTime = DurationTimer.GetTimerRemaining(HandleIn.GetEffectRef().DurationTimerHandle);
		float NewDuration = RemainingTime + ExtendingHandleIn.GetEffectSpec()->Duration;
		DurationTimer.ClearTimer(HandleIn.GetEffectRef().DurationTimerHandle);

		FTimerDelegate delDuration = FTimerDelegate::CreateUObject(HandleIn.GetContext().TargetComp.Get(), &UGAAttributeComponent::ExpireEffect, HandleIn);
		DurationTimer.SetTimer(HandleIn.GetEffectRef().DurationTimerHandle, delDuration,
			NewDuration, false);
	}
	else
	{
		InternalApplyEffect(HandleIn);
	}
}
开发者ID:RandomSource,项目名称:ActionRPGGame,代码行数:18,代码来源:GAGameEffect.cpp

示例14: UE_LOG

void FGAGameEffectContainer::InternalCheckEffectStacking(const FGAGameEffectHandle& HandleIn)
{
	UGAGameEffectSpec* Spec = HandleIn.GetEffectSpec();
	//sEGAEffectStacking Stacking = Spec->EffectStacking;
	EGAEffectAggregation Aggregation = Spec->EffectAggregation;
	EGAEffectStacking Stacking = HandleIn.GetEffectSpec()->EffectStacking;
	UE_LOG(GameAttributes, Log, TEXT("Stacking Type: %s"), *EnumToString::GetStatckingAsString(Stacking));
	switch (Aggregation)
	{
	case EGAEffectAggregation::AggregateByInstigator:
	{
		TMap<UClass*, FGAGameEffectHandle>* EffectHandle = InstigatorEffectHandles.Find(HandleIn.GetContextRef().Instigator.Get());
		FGAGameEffectHandle* Handle = nullptr;
		if(EffectHandle)
			Handle = EffectHandle->Find(HandleIn.GetEffectSpec()->StaticClass());
		
		switch (Stacking)
		{
		case EGAEffectStacking::Add:
		{
			InternalApplyEffect(HandleIn);
			break;
		}
		case EGAEffectStacking::Duration:
		{
			if (Handle)
			{
				InternalExtendEffectDuration(*Handle, HandleIn);
			}
			else
			{
				FGAGameEffectHandle InvalidHandle;
				InternalExtendEffectDuration(HandleIn, InvalidHandle);
			}
			break;
		}
		case EGAEffectStacking::Intensity:
		{
			break;
		}
		case EGAEffectStacking::Override:
		{
			if (Handle)
			{
				RemoveEffect(*Handle);
			}
			InternalApplyEffect(HandleIn);
			break;
		}
		case EGAEffectStacking::StrongerOverride:
		{
			if (Handle)
			{
				RemoveEffect(*Handle);
			}
			InternalApplyEffect(HandleIn);
			break;
		}
		}
		break;
	}
	case EGAEffectAggregation::AggregateByTarget:
	{
		break;
	}
	}
	InternalApplyEffectByAggregation(HandleIn);
}
开发者ID:RandomSource,项目名称:ActionRPGGame,代码行数:68,代码来源:GAGameEffect.cpp


注:本文中的FGAGameEffectHandle类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。