Payback 0.0.1
CK Graduation Project
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GA_Attack.h
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1// Fill out your copyright notice in the Description page of Project Settings.
2
3#pragma once
4
5#include "GA_CombatBase.h"
6#include "GA_Attack.generated.h"
7
8class UPlayerMovementComponent;
9
13UCLASS()
14class CK_UE_API UGA_Attack : public UGA_CombatBase
15{
16 GENERATED_BODY()
17
18public:
19 virtual void ActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData) override;
20 virtual void InputPressed(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo) override;
21 virtual void CancelAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, bool bReplicateCancelAbility) override;
22 virtual void EndAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, bool bReplicateEndAbility, bool bWasCancelled) override;
23
24protected:
25 virtual void ApplyCombatData() override;
26
27 FName GetNextSection();
28
29 UFUNCTION()
30 void OnComboWindowBeginReceived(FGameplayEventData Payload);
31
32 UFUNCTION()
33 void OnComboWindowEndReceived(FGameplayEventData Payload);
34
35 virtual void HandleCancelable(FGameplayEventData Payload) override;
36
37private:
38 void ProceedToNextCombo();
39
40protected:
41 UPROPERTY(Transient)
42 TObjectPtr<class UAnimMontage> ComboMontage;
43
44 FString MontageSectionNamePrefix;
45
46 uint8 MaxComboCount = 0;
47
48 uint8 CurrentCombo = 0;
49 bool bIsComboWindowOpen = false;
50 bool bHasNextComboInput = false;
51};
Definition GA_Attack.h:15
Definition GA_CombatBase.h:22