当前位置: 首页>>代码示例>>C++>>正文


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

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

void FGameplayCueHandler::GameplayCueActivated(const FGameplayTagContainer& GameplayCueTags, float NormalizedMagnitude, const FGameplayEffectContextHandle& EffectContext)
{
	check(Owner);
	bool InstigatorLocal = EffectContext.IsLocallyControlled();
	bool TargetLocal = OwnerIsLocallyControlled();
	
	for (auto TagIt = GameplayCueTags.CreateConstIterator(); TagIt; ++TagIt)
	{
		if (FGameplayCueViewInfo* View = GetBestMatchingView(EGameplayCueEvent::OnActive, *TagIt, InstigatorLocal, TargetLocal))
		{
			View->SpawnViewEffects(Owner, NULL, EffectContext);
		}

		FName MatchedTag;
		UFunction *Func = UAbilitySystemGlobals::Get().GetGameplayCueFunction(*TagIt, Owner->GetClass(), MatchedTag);
		if (Func)
		{
			FGameplayCueParameters Params;
			Params.NormalizedMagnitude = NormalizedMagnitude;
			Params.EffectContext = EffectContext;

			IGameplayCueInterface::DispatchBlueprintCustomHandler(Owner, Func, EGameplayCueEvent::OnActive, Params);
		}
	}
}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:25,代码来源:GameplayCueView.cpp

示例2: GameplayCueExecuted

void FGameplayCueHandler::GameplayCueExecuted(const FGameplayTagContainer& GameplayCueTags, float NormalizedMagnitude, const FGameplayEffectContextHandle& EffectContext)
{
	check(Owner);
	bool InstigatorLocal = EffectContext.IsLocallyControlled();
	bool TargetLocal = OwnerIsLocallyControlled();

	for (auto TagIt = GameplayCueTags.CreateConstIterator(); TagIt; ++TagIt)
	{
		if (FGameplayCueViewInfo* View = GetBestMatchingView(EGameplayCueEvent::Executed, *TagIt, InstigatorLocal, TargetLocal))
		{
			View->SpawnViewEffects(Owner, NULL, EffectContext);
		}
	}
}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:14,代码来源:GameplayCueView.cpp

示例3: GameplayCueAdded

void FGameplayCueHandler::GameplayCueAdded(const FGameplayTagContainer& GameplayCueTags, float NormalizedMagnitude, const FGameplayEffectContextHandle& EffectContext)
{
	check(Owner);
	bool InstigatorLocal = EffectContext.IsLocallyControlled();
	bool TargetLocal = OwnerIsLocallyControlled();

	for (auto TagIt = GameplayCueTags.CreateConstIterator(); TagIt; ++TagIt)
	{
		TArray<TSharedPtr<FGameplayCueViewEffects> > &Effects = SpawnedViewEffects.FindOrAdd(*TagIt);

		// Clear old effects if they existed? This will vary case to case. Removing old effects is the easiest approach
		ClearEffects(Effects);
		check(Effects.Num() == 0);

		if (FGameplayCueViewInfo * View = GetBestMatchingView(EGameplayCueEvent::WhileActive, *TagIt, InstigatorLocal, TargetLocal))
		{
			TSharedPtr<FGameplayCueViewEffects> SpawnedEffects = View->SpawnViewEffects(Owner, &SpawnedObjects, EffectContext);
			Effects.Add(SpawnedEffects);
		}
	}
}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:21,代码来源:GameplayCueView.cpp

示例4: EffectContextIsInstigatorLocallyControlled

bool UAbilitySystemBlueprintLibrary::EffectContextIsInstigatorLocallyControlled(FGameplayEffectContextHandle EffectContext)
{
	return EffectContext.IsLocallyControlled();
}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:4,代码来源:AbilitySystemBlueprintLibrary.cpp


注:本文中的FGameplayEffectContextHandle::IsLocallyControlled方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。