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Last active November 19, 2023 06:53
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AuraEffectActor Side Quest (From Udemy Course)
void AAuraEffectActor::OnOverlap(AActor* TargetActor)
{
// ... original code here...
// For each of the EEffectApplicationPolicy::ApplyOnOverlap, apply effect to the target
for (const auto& EffectPolicy : FilterApplicationGameplayEffects(EEffectApplicationPolicy::ApplyOnOverlap))
{
ApplyEffectToTarget(TargetActor, EffectPolicy.Key);
}
}
void AAuraEffectActor::OnEndOverlap(AActor* TargetActor)
{
// ... original code here...
if (InfiniteEffectRemovalPolicy == EEffectRemovalPolicy::RemoveOnEndOverlap)
{
RemoveInfiniteEffectFromTarget(TargetActor);
}
// For each of the EEffectApplicationPolicy::ApplyOnEndOverlap, apply effect to the target
for (const auto& EffectPolicy : FilterApplicationGameplayEffects(EEffectApplicationPolicy::ApplyOnEndOverlap))
{
ApplyEffectToTarget(TargetActor, EffectPolicy.Key);
}
// For each of the EEffectRemovalPolicy::RemoveOnEndOverlap, remove any infinite effects on the target
// Any non-infinite duration effects automatically remove themselves
for (const auto& _ : FilterRemovalGameplayEffects(EEffectRemovalPolicy::RemoveOnEndOverlap))
{
RemoveInfiniteEffectFromTarget(TargetActor);
}
}
void AAuraEffectActor::RemoveInfiniteEffectFromTarget(AActor* TargetActor)
{
UAbilitySystemComponent* TargetAsc = UAbilitySystemBlueprintLibrary::GetAbilitySystemComponent(TargetActor);
if (!IsValid(TargetAsc)) return;
TArray<FActiveGameplayEffectHandle> HandlesToRemove;
for (const auto& HandlePair : ActiveEffectHandles)
{
if (HandlePair.Value == TargetAsc)
{
TargetAsc->RemoveActiveGameplayEffect(HandlePair.Key, 1);
HandlesToRemove.Add(HandlePair.Key);
}
}
for (const auto& Handle : HandlesToRemove)
{
ActiveEffectHandles.FindAndRemoveChecked(Handle);
}
}
TMap<TSubclassOf<UGameplayEffect>, EEffectApplicationPolicy> AAuraEffectActor::FilterApplicationGameplayEffects(EEffectApplicationPolicy ApplicationPolicy) const
{
return ApplicationGameplayEffects.FilterByPredicate(
[&ApplicationPolicy](const TTuple<TSubclassOf<UGameplayEffect>, EEffectApplicationPolicy>& EffectPolicy)
{
return EffectPolicy.Value == ApplicationPolicy;
});
}
TMap<TSubclassOf<UGameplayEffect>, EEffectRemovalPolicy> AAuraEffectActor::FilterRemovalGameplayEffects(EEffectRemovalPolicy RemovalPolicy) const
{
return RemovalGameplayEffects.FilterByPredicate(
[&RemovalPolicy](const TTuple<TSubclassOf<UGameplayEffect>, EEffectRemovalPolicy>& EffectPolicy)
{
return EffectPolicy.Value == RemovalPolicy;
});
}
// Protected
// These are the effects that take effect on Application
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Applied Effects")
TMap<TSubclassOf<UGameplayEffect>, EEffectApplicationPolicy> ApplicationGameplayEffects;
// These are the effects that take effect on Removal
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Applied Effects")
TMap<TSubclassOf<UGameplayEffect>, EEffectRemovalPolicy> RemovalGameplayEffects;
// Private
void RemoveInfiniteEffectFromTarget(AActor* TargetActor);
TMap<TSubclassOf<UGameplayEffect>, EEffectApplicationPolicy> FilterApplicationGameplayEffects(EEffectApplicationPolicy ApplicationPolicy) const;
TMap<TSubclassOf<UGameplayEffect>, EEffectRemovalPolicy> FilterRemovalGameplayEffects(EEffectRemovalPolicy RemovalPolicy) const;
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