Payback 0.0.1
CK Graduation Project
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GA_Skill_Q.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 "CoreMinimal.h"
7#include "GA_Skill_Q.generated.h"
8
12UCLASS()
13class CK_UE_API UGA_Skill_Q : public UGA_SkillBase
14{
15 GENERATED_BODY()
16
17public:
19
20 virtual void ActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData) override;
21 virtual bool CanActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayTagContainer* SourceTags = nullptr, const FGameplayTagContainer* TargetTags = nullptr, OUT FGameplayTagContainer* OptionalRelevantTags = nullptr) const override;
22
23protected:
24 virtual void ApplyCombatData() override;
25
26 // SkillData가 설정되면 FSkillComboData에서 자동으로 채워짐
27 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "SkillData")
28 TArray<TObjectPtr<UAnimMontage>> ComboActionMontages;
29
30 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "SkillData")
31 TSubclassOf<UGameplayEffect> ComboWindowEffectClass;
32};
Definition GA_SkillBase.h:10
Definition GA_Skill_Q.h:14