Exemple #1
0
 /* Returns the list of gameplay tags applicable to this effect, defaults to the owner's tags */
 public void GetOwnedGameplayTags(ref CGameplayTagContainer ActorTagContainer, ref CGameplayTagContainer SpecTagContainer)
 {
     if (IsValid())
     {
         //Data->GetOwnedGameplayTags(ActorTagContainer, SpecTagContainer);
     }
 }
Exemple #2
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        /**
         * 精确匹配, 本实例是否在ContainerToCheck中
         */
        public bool MatchesAnyExact(CGameplayTagContainer ContainerToCheck)
        {
            if (ContainerToCheck.IsEmpty())
            {
                return(false);
            }

            return(ContainerToCheck.GameplayTags.Contains(this));
        }
Exemple #3
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        /**
         * 本tag所在的container是否和ContainerToCheck里面的任何一个tag匹配. 匹配规则如下
         * "A.1".MatchesAny({"A","B"}) will return True, "A".MatchesAny({"A.1","B"}) will return False
         */
        public bool MatchesAny(CGameplayTagContainer ContainerToCheck)
        {
            var container = CGameplayTagsManager.Instance.GetSingleTagContainer(this);

            if (container == null)
            {
                return(false);
            }

            return(container.HasAny(ContainerToCheck));
        }
Exemple #4
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 /* Returns the list of gameplay tags applicable to this effect, defaults to the owner's tags */
 public virtual void GetOwnedGameplayTags(ref CGameplayTagContainer ActorTagContainer, ref CGameplayTagContainer SpecTagContainer)
 {
 }
Exemple #5
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 public void CheckOngoingTagRequirements(CGameplayTagContainer OwnerTags,
                                         FActiveGameplayEffectsContainer OwningContainer,
                                         bool bInvokeGameplayCueEvents = false)
 {
 }
 /** Creates an effect query that will match if there are no common tags between the given tags and an ActiveGameplayEffect's source tags */
 public static FGameplayEffectQuery MakeQuery_MatchNoSourceTags(CGameplayTagContainer InTags)
 {
     return(null);
 }
 /** Creates an effect query that will match if all of the given tags are in the ActiveGameplayEffect's owning tags */
 public static FGameplayEffectQuery MakeQuery_MatchAllOwningTags(CGameplayTagContainer InTags)
 {
     return(null);
 }
 public bool RequirementsMet(CGameplayTagContainer Container)
 {
     return(false);
 }
Exemple #9
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 // Appends all tags that apply to this gameplay effect spec
 public void GetAllAssetTags(ref CGameplayTagContainer Container)
 {
 }
Exemple #10
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 // Appends all tags granted by this gameplay effect spec
 public void GetAllGrantedTags(ref CGameplayTagContainer Container)
 {
 }