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

本文整理汇总了C++中FGAGameEffectHandle::GetEffectSpec方法的典型用法代码示例。如果您正苦于以下问题:C++ FGAGameEffectHandle::GetEffectSpec方法的具体用法?C++ FGAGameEffectHandle::GetEffectSpec怎么用?C++ FGAGameEffectHandle::GetEffectSpec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::GetEffectSpec方法的10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: 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: InternalCheckPeriodicEffectStacking

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: 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5: 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6: 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7: 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<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9: 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10: InternalCheckEffectStacking

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


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