示例#1
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 /* This only exists so it can be hooked up to a multicast delegate */
 public void RemoveActiveGameplayEffect_NoReturn(FActiveGameplayEffectHandle Handle, int StacksToRemove = -1)
 {
     RemoveActiveGameplayEffect(Handle, StacksToRemove);
 }
示例#2
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 public float GetGameplayEffectDuration(FActiveGameplayEffectHandle Handle)
 {
     return(1f);
 }
示例#3
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 /* Gets the FActiveGameplayEffect based on the passed in Handle */
 public UGameplayEffect GetGameplayEffectDefForHandle(FActiveGameplayEffectHandle Handle)
 {
     return(null);
 }
示例#4
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 /* Removes GameplayEffect by Handle. StacksToRemove=-1 will remove all stacks. */
 public bool RemoveActiveGameplayEffect(FActiveGameplayEffectHandle Handle, int StacksToRemove = -1)
 {
     return(false);
 }
示例#5
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 /**
  * Attempts to calculate the contribution of the specified GE to the captured attribute given the specified parameters. Can fail if the spec doesn't have
  * a valid capture yet.
  *
  * @param InEvalParams		Parameters to evaluate the attribute under
  * @param ActiveHandle		Handle of the gameplay effect to query about
  * @param OutBonusMagnitude	[OUT] Computed bonus magnitude
  *
  * @return True if the bonus magnitude was successfully calculated, false if it was not
  */
 public bool AttemptCalculateAttributeContributionMagnitude(FAggregatorEvaluateParameters InEvalParams,
                                                            FActiveGameplayEffectHandle ActiveHandle, ref float OutBonusMagnitude)
 {
     return(false);
 }
 public void RemoveDependent(FActiveGameplayEffectHandle Handle)
 {
 }
 /** Evaluates the contribution from the GE associated with ActiveHandle */
 public float EvaluateContribution(FAggregatorEvaluateParameters Parameters,
                                   FActiveGameplayEffectHandle ActiveHandle)
 {
     return(1f);
 }
示例#8
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 // Not happy with this interface but don't see a better way yet. How should outside code (UI, etc) ask things like 'how much is this gameplay effect modifying my damage by'
 // (most likely we want to catch this on the backend - when damage is applied we can get a full dump/history of how the number got to where it is. But still we may need polling methods like below (how much would my damage be)
 public float GetGameplayEffectMagnitude(FActiveGameplayEffectHandle Handle, FGameplayAttribute Attribute)
 {
     return(1);
 }
 /** Removes all mods for the passed in handle and marks this as dirty to recalculate the aggregator */
 public void RemoveAggregatorMod(FActiveGameplayEffectHandle ActiveHandle)
 {
 }
 /** Updates the aggregators for the past in handle, this will handle it so the UAttributeSets stats only get one update for the delta change */
 public void UpdateAggregatorMod(FActiveGameplayEffectHandle ActiveHandle, FGameplayAttribute Attribute,
                                 FGameplayEffectSpec Spec, bool bWasLocallyGenerated, FActiveGameplayEffectHandle InHandle)
 {
 }
 public void AddAggregatorMod(float EvaluatedData, EGameplayModOp ModifierOp, EGameplayModEvaluationChannel ModifierChannel, FGameplayTagRequirements SourceTagReqs, FGameplayTagRequirements TargetTagReqs, bool IsPredicted, FActiveGameplayEffectHandle ActiveHandle)
 {
 }
 /**
  * Remove all mods from the channel that match the specified gameplay effect handle
  *
  * @param Handle	Handle to use for removal
  */
 public void RemoveModsWithActiveHandle(FActiveGameplayEffectHandle Handle)
 {
 }
 /**
  * Add a modifier to the channel
  *
  * @param EvaluatedMagnitude	Magnitude of the modifier
  * @param ModOp					Operation of the modifier
  * @param SourceTagReqs			Source tag requirements of the modifier
  * @param TargetTagReqs			Target tag requirements of the modifier
  * @param bIsPredicted			Whether the mod is predicted or not
  * @param ActiveHandle			Handle of the active gameplay effect that's applying the mod
  */
 public void AddMod(float EvaluatedMagnitude, EGameplayModOp ModOp, FGameplayTagRequirements SourceTagReqs,
                    FGameplayTagRequirements TargetTagReqs, bool bIsPredicted, FActiveGameplayEffectHandle ActiveHandle)
 {
 }
示例#14
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 public void GetGameplayEffectStartTimeAndDuration(FActiveGameplayEffectHandle Handle, float StartEffectTime,
                                                   float Duration)
 {
 }
示例#15
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 public FGameplayModifierEvaluatedData(FGameplayAttribute InAttribute, EGameplayModOp InModOp, float InMagnitude,
                                       FActiveGameplayEffectHandle InHandle)
 {
 }
示例#16
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 /* Updates the level of an already applied gameplay effect. The intention is that this is 'seemless' and doesnt behave like removing/reapplying */
 public void SetActiveGameplayEffectLevel(FActiveGameplayEffectHandle ActiveHandle, int NewLevel)
 {
 }
示例#17
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 public int GetTypeHash(FActiveGameplayEffectHandle InHandle)
 {
     return(InHandle.Handle);
 }
示例#18
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 /* Returns current stack count of an already applied GE */
 public int GetCurrentStackCount(FActiveGameplayEffectHandle Handle)
 {
     return(1);
 }
示例#19
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 // ---------------------------------------------------------------------------------------------------------------------------------
 //  IMPORTANT: Any new state added to FActiveGameplayEffect must be handled in the copy/move constructor/operator
 //	(When VS2012/2013 support is dropped, we can use compiler generated operators, but until then these need to be maintained manually)
 // ---------------------------------------------------------------------------------------------------------------------------------
 FActiveGameplayEffect(FActiveGameplayEffectHandle InHandle, FGameplayEffectSpec InSpec,
                       float CurrentWorldTime, float InStartServerWorldTime)
 {
 }
示例#20
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 /** Unregisters any linked aggregators from notifying this active handle if they are dirtied */
 public void UnregisterLinkedAggregatorCallbacks(FActiveGameplayEffectHandle Handle)
 {
 }
 public void AddDependent(FActiveGameplayEffectHandle Handle)
 {
 }