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C++ FGameplayEffectContextHandle::GetInstigatorAbilitySystemComponent方法代码示例

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


在下文中一共展示了FGameplayEffectContextHandle::GetInstigatorAbilitySystemComponent方法的1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: GetActors

TArray<FActiveGameplayEffectHandle> FGameplayAbilityTargetData::ApplyGameplayEffectSpec(FGameplayEffectSpec& InSpec, FPredictionKey PredictionKey)
{
	TArray<FActiveGameplayEffectHandle>	AppliedHandles;

	if (!ensure(InSpec.GetContext().IsValid() && InSpec.GetContext().GetInstigatorAbilitySystemComponent()))
	{
		return AppliedHandles;
	}

	TArray<TWeakObjectPtr<AActor> > Actors = GetActors();
	
	AppliedHandles.Reserve(Actors.Num());

	for (TWeakObjectPtr<AActor> TargetActor : Actors)
	{
		UAbilitySystemComponent* TargetComponent = UAbilitySystemBlueprintLibrary::GetAbilitySystemComponent(TargetActor.Get());

		if (TargetComponent)
		{
			// We have to make a new effect spec and context here, because otherwise the targeting info gets accumulated and things take damage multiple times
			FGameplayEffectSpec	SpecToApply(InSpec);
			FGameplayEffectContextHandle EffectContext = SpecToApply.GetContext().Duplicate();
			SpecToApply.SetContext(EffectContext);

			AddTargetDataToContext(EffectContext, false);

			AppliedHandles.Add(EffectContext.GetInstigatorAbilitySystemComponent()->ApplyGameplayEffectSpecToTarget(SpecToApply, TargetComponent, PredictionKey));
		}
	}

	return AppliedHandles;
}
开发者ID:WasPedro,项目名称:UnrealEngine4.11-HairWorks,代码行数:32,代码来源:GameplayAbilityTargetTypes.cpp


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