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C++ FGAGameEffectHandle::GetContext方法代码示例

本文整理汇总了C++中FGAGameEffectHandle::GetContext方法的典型用法代码示例。如果您正苦于以下问题:C++ FGAGameEffectHandle::GetContext方法的具体用法?C++ FGAGameEffectHandle::GetContext怎么用?C++ FGAGameEffectHandle::GetContext使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在FGAGameEffectHandle的用法示例。


在下文中一共展示了FGAGameEffectHandle::GetContext方法的6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: 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();

	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();
}
开发者ID:in1side,项目名称:C-Iniside,代码行数:10,代码来源:GAGameEffect.cpp

示例2: 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3: 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4: ApplyEffect

void FGAGameEffectContainer::ApplyEffect(const FGAGameEffect& EffectIn
	, const FGAGameEffectHandle& HandleIn)
{
	//instant effect goes trough simplest application path
	//just make effect and run it trough modifiers.

	//FGAGameEffect Effect = EfNoConst.Calculation->ModiifyEffect(EffectIn);
	switch (EffectIn.GameEffect->EffectType)
	{
	case EGAEffectType::Instant:
	{
		//dont do anything fancy now simply execute effect and forget about it.
		HandleIn.GetContext().TargetComp->ExecuteEffect(HandleIn);
		break;
	}
	case EGAEffectType::Periodic:
	{

		UE_LOG(GameAttributesEffects, Log, TEXT("UGAAttributeComponent:: Apply periodic effect"));
		InternalCheckPeriodicEffectStacking(HandleIn);
		break;
	}
	case EGAEffectType::Duration:
	{

		UE_LOG(GameAttributesEffects, Log, TEXT("UGAAttributeComponent:: Apply effect for duration"));
		InternalCheckDurationEffectStacking(HandleIn);
		break;
	}
	case EGAEffectType::Infinite:
	{
		break;
	}
	default:
		break;
	}
	//apply additonal effect applied with this effect.
	for (TSubclassOf<UGAGameEffectSpec> Spec : EffectIn.GameEffect->OnAppliedEffects)
	{
		FGAGameEffectHandle Handle = EffectIn.Context.TargetComp->MakeGameEffect(Spec, EffectIn.Context);

		EffectIn.Context.InstigatorComp->ApplyEffectToTarget(Handle.GetEffect(), Handle);
	}
	//regardless of what happen try to apply effect modifiers
	for (FGAGameEffectModifier& mod : EffectIn.GameEffect->Modifiers)
	{
		ApplyEffectModifier(mod, HandleIn);
	}

}
开发者ID:MatrIsCool,项目名称:ActionRPGGame,代码行数:50,代码来源:GAGameEffect.cpp

示例5: 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6: ApplyEffect

void FGAGameEffectContainer::ApplyEffect(const FGAGameEffect& EffectIn
	, const FGAGameEffectHandle& HandleIn)
{
	//instant effect goes trough simplest application path
	//just make effect and run it trough modifiers.

	//FGAGameEffect Effect = EfNoConst.Calculation->ModiifyEffect(EffectIn);
	switch (EffectIn.GameEffect->EffectType)
	{
	case EGAEffectType::Instant:
	{
		//dont do anything fancy now simply execute effect and forget about it.
		HandleIn.GetContext().TargetComp->ExecuteEffect(HandleIn);
		break;
	}
	case EGAEffectType::Periodic:
	{

		UE_LOG(GameAttributesEffects, Log, TEXT("UGAAttributeComponent:: Apply periodic effect"));
		/*FTimerDelegate del = FTimerDelegate::CreateUObject(HandleIn.GetContext().TargetComp.Get(), &UGAAttributeComponent::ExecuteEffect, HandleIn);
		FTimerManager& timer = HandleIn.GetEffectRef().Context.TargetComp->GetWorld()->GetTimerManager();

		timer.SetTimer(HandleIn.GetEffectRef().PeriodTimerHandle, del,
			EffectIn.GameEffect->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,
			EffectIn.GameEffect->Duration, false);*/

		InternalCheckEffectStacking(HandleIn);
		InternalApplyModifiers(HandleIn);
		break;
	}
	case EGAEffectType::Duration:
	{

		UE_LOG(GameAttributesEffects, Log, TEXT("UGAAttributeComponent:: Apply effect for duration"));
		HandleIn.GetContextRef().TargetComp->ApplyEffectForDuration(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,
			EffectIn.GameEffect->Duration, false);

		InternalCheckEffectStacking(HandleIn);
		InternalApplyModifiers(HandleIn);
		break;
	}
	default:
		break;
	}
	//apply additonal effect applied with this effect.
	for (TSubclassOf<UGAGameEffectSpec> Spec : EffectIn.GameEffect->OnAppliedEffects)
	{
		FGAGameEffectHandle Handle = EffectIn.Context.TargetComp->MakeGameEffect(Spec, EffectIn.Context);

		EffectIn.Context.TargetComp->ApplyEffectToSelf(Handle.GetEffect(), Handle);
	}
	//regardless of what happen try to apply effect modifiers
	for (FGAGameEffectModifier& mod : EffectIn.GameEffect->Modifiers)
	{
		ApplyModifier(mod, EffectIn);
	}

}
开发者ID:RandomSource,项目名称:ActionRPGGame,代码行数:68,代码来源:GAGameEffect.cpp


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