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类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;
}