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

本文整理汇总了C++中FGAGameEffectHandle::GetEffectRef方法的典型用法代码示例。如果您正苦于以下问题:C++ FGAGameEffectHandle::GetEffectRef方法的具体用法?C++ FGAGameEffectHandle::GetEffectRef怎么用?C++ FGAGameEffectHandle::GetEffectRef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::GetEffectRef方法的11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: 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: 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4: InternalApplyEffectByAggregation

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5: 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6: 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7: 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8: RemoveEffect

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9: RemoveEffect

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10: 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11: 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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