Files
PvPDemo/Source/PvPDemo/Public/BotCharacter.h
T
2026-06-05 20:21:20 +08:00

94 lines
2.8 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "AbilitySystemInterface.h"
#include "Engine/TimerHandle.h"
#include "GameFramework/Character.h"
#include "BotCharacter.generated.h"
class UAbilitySystemComponent;
class UAttributeSet;
class UGameplayAbility;
class UGameplayEffect;
struct FGameplayTag;
struct FOnAttributeChangeData;
UCLASS()
class PVPDEMO_API ABotCharacter : public ACharacter, public IAbilitySystemInterface
{
GENERATED_BODY()
public:
// Sets default values for this character's properties
ABotCharacter();
UFUNCTION(BlueprintCallable)
virtual UAbilitySystemComponent* GetAbilitySystemComponent() const override;
virtual void PossessedBy(AController* NewController) override;
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="GAS")
TObjectPtr<UAbilitySystemComponent> AbilitySystemComponent;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="GAS")
TObjectPtr<UAttributeSet> AttributeSet;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="GAS")
TArray<TSubclassOf<UGameplayAbility>> DefaultAbilities;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="GAS")
TSubclassOf<UGameplayEffect> DefaultAttributeEffect;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Respawn", meta=(ClampMin="0", Units="s"))
float RespawnDelay = 2.f;
UFUNCTION(BlueprintImplementableEvent, Category="Death")
void BP_OnDeath();
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
private:
void InitAbilityActorInfo();
void BindHealthChangedDelegate();
void UnbindHealthChangedDelegate();
void BindSlowedTagChangedDelegate();
void UnbindSlowedTagChangedDelegate();
void OnHealthChanged(const FOnAttributeChangeData& Data);
void OnSlowedTagChanged(const FGameplayTag Tag, int32 NewCount);
void CacheDefaultMovementState();
void ApplySlowedState(bool bSlowed);
void GiveDefaultAbilities();
void ApplyDefaultAttributeEffect();
void HandleDeath();
void HandleRespawn();
UFUNCTION(NetMulticast, Reliable)
void MulticastHandleDeath();
UFUNCTION(NetMulticast, Reliable)
void MulticastRestoreRespawnState();
bool bHasGivenDefaultAbilities = false;
bool bHasAppliedDefaultAttributeEffect = false;
bool bHasHandledDeath = false;
bool bHasNotifiedDeath = false;
FDelegateHandle HealthChangedHandle;
FDelegateHandle SlowedTagChangedHandle;
float DefaultMaxWalkSpeed = 0.f;
float DefaultGlobalAnimRateScale = 1.f;
bool bHasCachedDefaultMovementState = false;
FTimerHandle RespawnTimer;
};