书接 11. UE5 RPG使用GameplayEffect修改角色属性(二)
前面,介绍了GameplayEffect的Instant和Duration的使用,这一篇主要介绍一下无限制时间类型的infinite的使用方式。
无限时间限制模式下,如果你的周期时间(Period)为0,那就是相当于增加了一个状态加了一个Buff,效果是持续的,如果周期时间你设置了值,那么它将变成为每个周期执行一次Instant效果的GameplayEffect。
使用起来基本上和有时间限制的Duration一样,它们的区别在于,一个是有时间限制的,另一个是没有时间限制。
应用场景
- 可以使用到地面陷阱,比如地上的岩浆,角色站在上面会一直掉血,离开后,通过清除GameplayEffect来取消效果。
- 恢复水泉,角色站在旁边可以一直恢复。
- 无限制时间的buff,比如装备提供的buff,角色特有的属性bufff。
接下来,我们要制作一个通用的类,里面可以设置这三种属性的GameplayEffect,在蓝图里面,只需要设置何时触发效果即可。并且实现一下Infinite效果的添加和删除功能。
首先我们要添加两个枚举,用于设置添加的类在何时应用到actor身上
//效果应用状态枚举
UENUM(BlueprintType)
enum class EEffectApplicationPolicy
{ApplyOnOverlap,ApplyOnEndOverlap,DoNotApply
};//效果移除的状态枚举
UENUM(BlueprintType)
enum class EEffectRemovalPolicy
{RemoveOnEndOverlap,DoNotRemove
};
接着修改配置项的类,每一种GameplayEffect的类,Instant和Duration只有添加时的策略配置,(它们两个一个是瞬间效果,另一个是有时效性的,都不需要主动移除),Infinite的则需要设置添加策略和移除策略。
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Apply Effects")TSubclassOf<UGameplayEffect> InstantGameplayEffectClass; //生成GameplayEffect的类UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Apply Effects")EEffectApplicationPolicy InstantEffectApplicationPolicy = EEffectApplicationPolicy::DoNotApply;UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Apply Effects")TSubclassOf<UGameplayEffect> DurationGameplayEffectClass; //生成具有一定持续时间的GameplayEffect的类UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Apply Effects")EEffectApplicationPolicy DurationEffectApplicationPolicy = EEffectApplicationPolicy::DoNotApply;UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Apply Effects")TSubclassOf<UGameplayEffect> InfinityGameplayEffectClass; //生成具有一定持续时间的GameplayEffect的类UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Apply Effects")EEffectApplicationPolicy InfinityEffectApplicationPolicy = EEffectApplicationPolicy::DoNotApply;UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Apply Effects")EEffectRemovalPolicy InfinityEffectRemovalPolicy = EEffectRemovalPolicy::RemoveOnEndOverlap;
接着,我们需要创建两个函数,可以在蓝图中调用,触发overlap和endoverlap时的相关事件
//在重叠开始时处理效果的添加删除逻辑UFUNCTION(BlueprintCallable) void OnOverlap(AActor* TargetActor);//在重叠结束时处理效果的添加删除逻辑UFUNCTION(BlueprintCallable) void OnEndOverlap(AActor* TargetActor);
在Overlap事件中,如果你设置了对应的需要在Overlap时添加效果,将去执行ApplyEffectToTarget()函数应用效果。
void AEffectActorBase::OnOverlap(AActor* TargetActor)
{if(InstantEffectApplicationPolicy == EEffectApplicationPolicy::ApplyOnOverlap){ApplyEffectToTarget(TargetActor, InstantGameplayEffectClass);}if(DurationEffectApplicationPolicy == EEffectApplicationPolicy::ApplyOnOverlap){ApplyEffectToTarget(TargetActor, DurationGameplayEffectClass);}if(InfinityEffectApplicationPolicy == EEffectApplicationPolicy::ApplyOnOverlap){ApplyEffectToTarget(TargetActor, InfinityGameplayEffectClass);}
}
ApplyEffectToTarget()函数之前也讲过,这里有了更改,就是对于Infinite类型的效果并且在重叠结束时需要销毁的效果,我们需要将其的引用保存下来,因为它不会自己取消,需要手动去销毁。
void AEffectActorBase::ApplyEffectToTarget(AActor* TargetActor, TSubclassOf<UGameplayEffect> GameplayEffectClass)
{/*** 默认自己编写从actor身上获取ASC的方式* IAbilitySystemInterface* ASCInterface = Cast<IAbilitySystemInterface>(TargetActor); //判断当前actor是否有技能系统接口if(ASCInterface){UAbilitySystemComponent* TargetASC = ASCInterface->GetAbilitySystemComponent(); }*///获取ASCUAbilitySystemComponent* TargetASC = UAbilitySystemBlueprintLibrary::GetAbilitySystemComponent(TargetActor);if(TargetASC == nullptr) return;check(GameplayEffectClass);//创建Effect的句柄 包含了实例化Effect所需数据FGameplayEffectContextHandle EffectContextHandle = TargetASC->MakeEffectContext();//设置创建Effect的对象EffectContextHandle.AddSourceObject(this);//Effect的实例化后的句柄,可以通过此来寻找调用const FGameplayEffectSpecHandle EffectSpecHandle = TargetASC->MakeOutgoingSpec(GameplayEffectClass, 1.f, EffectContextHandle);//从句柄中获取到实例的地址,并被应用。const FActiveGameplayEffectHandle ActiveGameplayEffectHandle = TargetASC->ApplyGameplayEffectSpecToSelf(*EffectSpecHandle.Data.Get());//从句柄中获取到定义的对象,并判断设置的const bool bIsInfinite = EffectSpecHandle.Data.Get()->Def.Get()->DurationPolicy == EGameplayEffectDurationType::Infinite;//在是无限时间效果和需要在结束时清除掉时,将效果句柄添加到mapif(bIsInfinite && InfinityEffectRemovalPolicy == EEffectRemovalPolicy::RemoveOnEndOverlap){ActiveEffectHandles.Add(ActiveGameplayEffectHandle, TargetASC);}
}
在结束重叠事件函数中,首先逻辑判断是否需要在离开时添加效果。接下来就是判断Infinite类型的效果是否需要在结束重叠事件时移除,如果需要则通过ASC判断相同来找到对应的效果进行移除,在堆栈里面还不能直接移除,所以先将引用保存了下来
void AEffectActorBase::OnEndOverlap(AActor* TargetActor)
{//添加效果if(InstantEffectApplicationPolicy == EEffectApplicationPolicy::ApplyOnEndOverlap){ApplyEffectToTarget(TargetActor, InstantGameplayEffectClass);}if(DurationEffectApplicationPolicy == EEffectApplicationPolicy::ApplyOnEndOverlap){ApplyEffectToTarget(TargetActor, DurationGameplayEffectClass);}if(InfinityEffectApplicationPolicy == EEffectApplicationPolicy::ApplyOnEndOverlap){ApplyEffectToTarget(TargetActor, InfinityGameplayEffectClass);}//删除效果if(InfinityEffectRemovalPolicy == EEffectRemovalPolicy::RemoveOnEndOverlap){UAbilitySystemComponent* TargetASC = UAbilitySystemBlueprintLibrary::GetAbilitySystemComponent(TargetActor);if(!IsValid(TargetASC)) return;//创建存储需要移除的效果句柄存储Key,用于遍历完成后移除效果TArray<FActiveGameplayEffectHandle> HandlesToRemove;//循环map内存的数据for(TTuple<FActiveGameplayEffectHandle, UAbilitySystemComponent*> HandlePair : ActiveEffectHandles){//判断是否ASC相同if(TargetASC == HandlePair.Value){//通过句柄将效果移除,注意,有可能有多层效果,不能将其它层的效果也移除掉,所以只移除一层TargetASC->RemoveActiveGameplayEffect(HandlePair.Key, 1);//添加到移除列表HandlesToRemove.Add(HandlePair.Key);}}//遍历完成后,在Map中将移除效果的KeyValue删除for(auto& Handle : HandlesToRemove){ActiveEffectHandles.FindAndRemoveChecked(Handle);}}
}
接着编译打开ue,看到右侧有对应的属性配置
事件图表更好设置,在对应的碰撞体事件触发回调时链接即可
GameplayEffect的设置就很简单了,一个持续掉血的效果
接下来就是测试,运行起来,点击~键,然后输入showdebug abilitysystem 来查看掉血情况
下面附上上面两个文件的整个代码:
EffectActorBase.h
// 版权归暮志未晚所有。#pragma once#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "GameplayEffectTypes.h"
#include "EffectActorBase.generated.h"struct FActiveGameplayEffectHandle;
class UAbilitySystemComponent;
class UGameplayEffect;//效果应用状态枚举
UENUM(BlueprintType)
enum class EEffectApplicationPolicy
{ApplyOnOverlap,ApplyOnEndOverlap,DoNotApply
};//效果移除的状态枚举
UENUM(BlueprintType)
enum class EEffectRemovalPolicy
{RemoveOnEndOverlap,DoNotRemove
};/*** 在场景中可放置的影响角色属性的物件基类*/
UCLASS()
class AURA_API AEffectActorBase : public AActor
{GENERATED_BODY()public: AEffectActorBase();protected:// 游戏开始或生成对象时回调virtual void BeginPlay() override;//给与目标添加GameplayEffect效果UFUNCTION(BlueprintCallable) void ApplyEffectToTarget(AActor* TargetActor, TSubclassOf<UGameplayEffect> GameplayEffectClass);//在重叠开始时处理效果的添加删除逻辑UFUNCTION(BlueprintCallable) void OnOverlap(AActor* TargetActor);//在重叠结束时处理效果的添加删除逻辑UFUNCTION(BlueprintCallable) void OnEndOverlap(AActor* TargetActor);UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Apply Effects")TSubclassOf<UGameplayEffect> InstantGameplayEffectClass; //生成GameplayEffect的类UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Apply Effects")EEffectApplicationPolicy InstantEffectApplicationPolicy = EEffectApplicationPolicy::DoNotApply;UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Apply Effects")TSubclassOf<UGameplayEffect> DurationGameplayEffectClass; //生成具有一定持续时间的GameplayEffect的类UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Apply Effects")EEffectApplicationPolicy DurationEffectApplicationPolicy = EEffectApplicationPolicy::DoNotApply;UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Apply Effects")TSubclassOf<UGameplayEffect> InfinityGameplayEffectClass; //生成具有一定持续时间的GameplayEffect的类UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Apply Effects")EEffectApplicationPolicy InfinityEffectApplicationPolicy = EEffectApplicationPolicy::DoNotApply;UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Apply Effects")EEffectRemovalPolicy InfinityEffectRemovalPolicy = EEffectRemovalPolicy::RemoveOnEndOverlap;//用于存储当前已经激活的GameplayEffect的句柄的mapTMap<FActiveGameplayEffectHandle, UAbilitySystemComponent*> ActiveEffectHandles;
};
EffectActorBase.cpp
// 版权归暮志未晚所有。#include "Actor/EffectActorBase.h"
#include "ActiveGameplayEffectHandle.h"
#include "AbilitySystemBlueprintLibrary.h"
#include "AbilitySystemComponent.h"AEffectActorBase::AEffectActorBase()
{// 设置当前对象是否每帧调用Tick()PrimaryActorTick.bCanEverTick = false;SetRootComponent(CreateDefaultSubobject<USceneComponent>("SceneRoot"));
}void AEffectActorBase::BeginPlay()
{Super::BeginPlay();
}void AEffectActorBase::ApplyEffectToTarget(AActor* TargetActor, TSubclassOf<UGameplayEffect> GameplayEffectClass)
{/*** 默认自己编写从actor身上获取ASC的方式* IAbilitySystemInterface* ASCInterface = Cast<IAbilitySystemInterface>(TargetActor); //判断当前actor是否有技能系统接口if(ASCInterface){UAbilitySystemComponent* TargetASC = ASCInterface->GetAbilitySystemComponent(); }*///获取ASCUAbilitySystemComponent* TargetASC = UAbilitySystemBlueprintLibrary::GetAbilitySystemComponent(TargetActor);if(TargetASC == nullptr) return;check(GameplayEffectClass);//创建Effect的句柄 包含了实例化Effect所需数据FGameplayEffectContextHandle EffectContextHandle = TargetASC->MakeEffectContext();//设置创建Effect的对象EffectContextHandle.AddSourceObject(this);//Effect的实例化后的句柄,可以通过此来寻找调用const FGameplayEffectSpecHandle EffectSpecHandle = TargetASC->MakeOutgoingSpec(GameplayEffectClass, 1.f, EffectContextHandle);//从句柄中获取到实例的地址,并被应用。const FActiveGameplayEffectHandle ActiveGameplayEffectHandle = TargetASC->ApplyGameplayEffectSpecToSelf(*EffectSpecHandle.Data.Get());//从句柄中获取到定义的对象,并判断设置的const bool bIsInfinite = EffectSpecHandle.Data.Get()->Def.Get()->DurationPolicy == EGameplayEffectDurationType::Infinite;//在是无限时间效果和需要在结束时清除掉时,将效果句柄添加到mapif(bIsInfinite && InfinityEffectRemovalPolicy == EEffectRemovalPolicy::RemoveOnEndOverlap){ActiveEffectHandles.Add(ActiveGameplayEffectHandle, TargetASC);}
}void AEffectActorBase::OnOverlap(AActor* TargetActor)
{if(InstantEffectApplicationPolicy == EEffectApplicationPolicy::ApplyOnOverlap){ApplyEffectToTarget(TargetActor, InstantGameplayEffectClass);}if(DurationEffectApplicationPolicy == EEffectApplicationPolicy::ApplyOnOverlap){ApplyEffectToTarget(TargetActor, DurationGameplayEffectClass);}if(InfinityEffectApplicationPolicy == EEffectApplicationPolicy::ApplyOnOverlap){ApplyEffectToTarget(TargetActor, InfinityGameplayEffectClass);}
}void AEffectActorBase::OnEndOverlap(AActor* TargetActor)
{//添加效果if(InstantEffectApplicationPolicy == EEffectApplicationPolicy::ApplyOnEndOverlap){ApplyEffectToTarget(TargetActor, InstantGameplayEffectClass);}if(DurationEffectApplicationPolicy == EEffectApplicationPolicy::ApplyOnEndOverlap){ApplyEffectToTarget(TargetActor, DurationGameplayEffectClass);}if(InfinityEffectApplicationPolicy == EEffectApplicationPolicy::ApplyOnEndOverlap){ApplyEffectToTarget(TargetActor, InfinityGameplayEffectClass);}//删除效果if(InfinityEffectRemovalPolicy == EEffectRemovalPolicy::RemoveOnEndOverlap){UAbilitySystemComponent* TargetASC = UAbilitySystemBlueprintLibrary::GetAbilitySystemComponent(TargetActor);if(!IsValid(TargetASC)) return;//创建存储需要移除的效果句柄存储Key,用于遍历完成后移除效果TArray<FActiveGameplayEffectHandle> HandlesToRemove;//循环map内存的数据for(TTuple<FActiveGameplayEffectHandle, UAbilitySystemComponent*> HandlePair : ActiveEffectHandles){//判断是否ASC相同if(TargetASC == HandlePair.Value){//通过句柄将效果移除,注意,有可能有多层效果,不能将其它层的效果也移除掉,所以只移除一层TargetASC->RemoveActiveGameplayEffect(HandlePair.Key, 1);//添加到移除列表HandlesToRemove.Add(HandlePair.Key);}}//遍历完成后,在Map中将移除效果的KeyValue删除for(auto& Handle : HandlesToRemove){ActiveEffectHandles.FindAndRemoveChecked(Handle);}}
}