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C++ UAbilitySystemComponent::AbilityReplicatedEventDelegate方法代码示例

本文整理汇总了C++中UAbilitySystemComponent::AbilityReplicatedEventDelegate方法的典型用法代码示例。如果您正苦于以下问题:C++ UAbilitySystemComponent::AbilityReplicatedEventDelegate方法的具体用法?C++ UAbilitySystemComponent::AbilityReplicatedEventDelegate怎么用?C++ UAbilitySystemComponent::AbilityReplicatedEventDelegate使用的例子?那么恭喜您, 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UAbilitySystemComponent的用法示例。


在下文中一共展示了UAbilitySystemComponent::AbilityReplicatedEventDelegate方法的5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: BindToConfirmCancelInputs

void AGameplayAbilityTargetActor::BindToConfirmCancelInputs()
{
	check(OwningAbility);

	UAbilitySystemComponent* ASC = OwningAbility->GetCurrentActorInfo()->AbilitySystemComponent.Get();
	if (ASC)
	{
		const FGameplayAbilityActorInfo* Info = OwningAbility->GetCurrentActorInfo();

		if (Info->IsLocallyControlled())
		{
			// We have to wait for the callback from the AbilitySystemComponent. Which will always be instigated locally
			ASC->GenericLocalConfirmCallbacks.AddDynamic(this, &AGameplayAbilityTargetActor::ConfirmTargeting);	// Tell me if the confirm input is pressed
			ASC->GenericLocalCancelCallbacks.AddDynamic(this, &AGameplayAbilityTargetActor::CancelTargeting);	// Tell me if the cancel input is pressed
		}
		else
		{	
			FGameplayAbilitySpecHandle Handle = OwningAbility->GetCurrentAbilitySpecHandle();
			FPredictionKey PredKey = OwningAbility->GetCurrentActivationInfo().GetActivationPredictionKey();

			GenericConfirmHandle = ASC->AbilityReplicatedEventDelegate(EAbilityGenericReplicatedEvent::GenericConfirm, Handle, PredKey ).AddUObject(this, &AGameplayAbilityTargetActor::ConfirmTargeting);
			GenericCancelHandle = ASC->AbilityReplicatedEventDelegate(EAbilityGenericReplicatedEvent::GenericCancel, Handle, PredKey ).AddUObject(this, &AGameplayAbilityTargetActor::CancelTargeting);
			
			if (ASC->CallReplicatedEventDelegateIfSet(EAbilityGenericReplicatedEvent::GenericConfirm, Handle, PredKey))
			{
				return;
			}
			
			if (ASC->CallReplicatedEventDelegateIfSet(EAbilityGenericReplicatedEvent::GenericCancel, Handle, PredKey))
			{
				return;
			}
		}
	}
}
开发者ID:colwalder,项目名称:unrealengine,代码行数:35,代码来源:GameplayAbilityTargetActor.cpp

示例2: CancelTargeting

/** Outside code is saying 'stop everything and just forget about it' */
void AGameplayAbilityTargetActor::CancelTargeting()
{
	UAbilitySystemComponent* ASC = OwningAbility->GetCurrentActorInfo()->AbilitySystemComponent.Get();
	ASC->AbilityReplicatedEventDelegate(EAbilityGenericReplicatedEvent::GenericCancel, OwningAbility->GetCurrentAbilitySpecHandle(), OwningAbility->GetCurrentActivationInfo().GetActivationPredictionKey() ).Remove(GenericCancelHandle);

	CanceledDelegate.Broadcast(FGameplayAbilityTargetDataHandle());
	Destroy();
}
开发者ID:colwalder,项目名称:unrealengine,代码行数:9,代码来源:GameplayAbilityTargetActor.cpp

示例3: ConfirmTargeting

void AGameplayAbilityTargetActor::ConfirmTargeting()
{
	UAbilitySystemComponent* ASC = OwningAbility->GetCurrentActorInfo()->AbilitySystemComponent.Get();
	ASC->AbilityReplicatedEventDelegate(EAbilityGenericReplicatedEvent::GenericConfirm, OwningAbility->GetCurrentAbilitySpecHandle(), OwningAbility->GetCurrentActivationInfo().GetActivationPredictionKey() ).Remove(GenericConfirmHandle);

	if (IsConfirmTargetingAllowed())
	{
		ConfirmTargetingAndContinue();
		if (bDestroyOnConfirmation)
		{
			Destroy();
		}
	}
}
开发者ID:colwalder,项目名称:unrealengine,代码行数:14,代码来源:GameplayAbilityTargetActor.cpp

示例4: CancelTargeting

/** Outside code is saying 'stop everything and just forget about it' */
void AGameplayAbilityTargetActor::CancelTargeting()
{
	const FGameplayAbilityActorInfo* ActorInfo = (OwningAbility ? OwningAbility->GetCurrentActorInfo() : nullptr);
	UAbilitySystemComponent* ASC = (ActorInfo ? ActorInfo->AbilitySystemComponent.Get() : nullptr);
	if (ASC)
	{
		ASC->AbilityReplicatedEventDelegate(EAbilityGenericReplicatedEvent::GenericCancel, OwningAbility->GetCurrentAbilitySpecHandle(), OwningAbility->GetCurrentActivationInfo().GetActivationPredictionKey() ).Remove(GenericCancelHandle);
	}
	else
	{
		ABILITY_LOG(Warning, TEXT("AGameplayAbilityTargetActor::CancelTargeting called with null ASC! Actor %s"), *GetName());
	}

	CanceledDelegate.Broadcast(FGameplayAbilityTargetDataHandle());
	Destroy();
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:17,代码来源:GameplayAbilityTargetActor.cpp

示例5: ConfirmTargeting

void AGameplayAbilityTargetActor::ConfirmTargeting()
{
	const FGameplayAbilityActorInfo* ActorInfo = (OwningAbility ? OwningAbility->GetCurrentActorInfo() : nullptr);
	UAbilitySystemComponent* ASC = (ActorInfo ? ActorInfo->AbilitySystemComponent.Get() : nullptr);
	if (ASC)
	{
		ASC->AbilityReplicatedEventDelegate(EAbilityGenericReplicatedEvent::GenericConfirm, OwningAbility->GetCurrentAbilitySpecHandle(), OwningAbility->GetCurrentActivationInfo().GetActivationPredictionKey() ).Remove(GenericConfirmHandle);
	}
	else
	{
		ABILITY_LOG(Warning, TEXT("AGameplayAbilityTargetActor::ConfirmTargeting called with null Ability/ASC! Actor %s"), *GetName());
	}

	if (IsConfirmTargetingAllowed())
	{
		ConfirmTargetingAndContinue();
		if (bDestroyOnConfirmation)
		{
			Destroy();
		}
	}
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:22,代码来源:GameplayAbilityTargetActor.cpp


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