本文整理汇总了C++中UAbilitySystemComponent::OnGameplayEffectStackChangeDelegate方法的典型用法代码示例。如果您正苦于以下问题:C++ UAbilitySystemComponent::OnGameplayEffectStackChangeDelegate方法的具体用法?C++ UAbilitySystemComponent::OnGameplayEffectStackChangeDelegate怎么用?C++ UAbilitySystemComponent::OnGameplayEffectStackChangeDelegate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类UAbilitySystemComponent
的用法示例。
在下文中一共展示了UAbilitySystemComponent::OnGameplayEffectStackChangeDelegate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: Activate
void UAbilityTask_WaitGameplayEffectStackChange::Activate()
{
if (Handle.IsValid() == false)
{
InvalidHandle.Broadcast(Handle, 0, 0);
EndTask();
return;;
}
UAbilitySystemComponent* EffectOwningAbilitySystemComponent = Handle.GetOwningAbilitySystemComponent();
if (EffectOwningAbilitySystemComponent)
{
FOnActiveGameplayEffectStackChange* DelPtr = EffectOwningAbilitySystemComponent->OnGameplayEffectStackChangeDelegate(Handle);
if (DelPtr)
{
OnGameplayEffectStackChangeDelegateHandle = DelPtr->AddUObject(this, &UAbilityTask_WaitGameplayEffectStackChange::OnGameplayEffectStackChange);
Registered = true;
}
}
}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:21,代码来源:AbilityTask_WaitGameplayEffectStackChange.cpp