Payback 0.0.1
CK Graduation Project
로딩중...
검색중...
일치하는것 없음
GA_SkillBase.h
이 파일의 문서화 페이지로 가기
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_SkillBase.generated.h"
7
8UCLASS()
9class CK_UE_API UGA_SkillBase : public UGA_CombatBase
10{
11 GENERATED_BODY()
12
13public:
15
16 virtual void ActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData) override;
17
18 // 어빌리티가 쿨타임 태그를 인식하도록 하는 필수 오버라이드
19 virtual const FGameplayTagContainer* GetCooldownTags() const override;
20 virtual void ApplyCooldown(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo) const override;
21
22protected:
23 virtual void ApplyCombatData() override;
24
25 UFUNCTION()
26 void OnCompleteCallback();
27
28 UFUNCTION()
29 void OnInterruptedCallback();
30
31 virtual bool CheckCost(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, FGameplayTagContainer* OptionalRelevantTags) const override;
32 virtual void ApplyCost(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo) const override;
33
34public:
35 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "SkillData")
36 FGameplayTag CooldownTag;
37
38 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "SkillData")
39 float CostValue;
40
41 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "SkillData")
42 float CooldownDuration;
43
44protected:
45 UPROPERTY()
46 TObjectPtr<UAnimMontage> SkillActionMontage;
47
48private:
49 mutable FGameplayTagContainer TempCooldownTags;
50};
Definition GA_CombatBase.h:18
Definition GA_SkillBase.h:10