创建资产类
// 幻雨喜欢小猫咪
#pragma once
#include "CoreMinimal.h"
#include "Abilities/GameplayAbility.h"
#include "Engine/DataAsset.h"
#include "PDA_AbilitySystemGenerics.generated.h"
/**
* 通用能力系统数据资产类
* 存储游戏所有角色能力系统的公共配置数据
* 包含基础属性、游戏效果、被动技能等配置信息
*/
UCLASS()
class CRUNCH_API UPDA_AbilitySystemGenerics : public UPrimaryDataAsset
{
GENERATED_BODY()
public:
// 获取完整属性效果类
// 用于初始化角色基础属性值
FORCEINLINE TSubclassOf<UGameplayEffect> GetFullStatEffect() const { return FullStatEffect; }
// 获取死亡效果类
// 角色死亡时应用的全局游戏效果
FORCEINLINE TSubclassOf<UGameplayEffect> GetDeathEffect() const { return DeathEffect; }
// 获取初始效果数组
// 角色初始化时自动应用的游戏效果集合
FORCEINLINE const TArray<TSubclassOf<UGameplayEffect>>& GetInitialEffects() const { return InitialEffects; }
// 获取被动技能数组
// 角色默认解锁的被动技能列表
FORCEINLINE const TArray<TSubclassOf<UGameplayAbility>>& GetPassiveAbilities() const { return PassiveAbilities; }
// 获取基础属性数据表
// 存储角色基础属性(力量、敏捷等)的DataTable资源
FORCEINLINE const UDataTable* GetBaseStatDataTable() const { return BaseStatDataTable; }
// 获取经验曲线数据
// 用于计算角色升级所需经验值的曲线
const FRealCurve* GetExperienceCurve() const;
private:
// 全局属性效果
UPROPERTY(EditDefaultsOnly, Category = "Gameplay Effects")
TSubclassOf<UGameplayEffect> FullStatEffect;
// 死亡惩罚效果
UPROPERTY(EditDefaultsOnly, Category = "Gameplay Effects")
TSubclassOf<UGameplayEffect> DeathEffect;
// 初始效果列表
UPROPERTY(EditDefaultsOnly, Category = "Gameplay Effects")
TArray<TSubclassOf<UGameplayEffect>> InitialEffects;
// 默认被动技能列表
UPROPERTY(EditDefaultsOnly, Category = "Gameplay Ability")
TArray<TSubclassOf<UGameplayAbility>> PassiveAbilities;
// 基础属性数据表资源
UPROPERTY(EditDefaultsOnly, Category = "Base Stats")
TObjectPtr<UDataTable> BaseStatDataTable;
// 经验等级曲线名称
// 指定经验曲线表中使用的行名称
UPROPERTY(EditDefaultsOnly, Category = "Level")
FName ExperienceRowName = "ExperienceNeededToReachLevel";
// 经验曲线资源
// 存储等级-经验值对应关系的曲线表
UPROPERTY(EditDefaultsOnly, Category = "Level")
TObjectPtr<UCurveTable> ExperienceCurveTable;
};
const FRealCurve* UPDA_AbilitySystemGenerics::GetExperienceCurve() const
{
return ExperienceCurveTable->FindCurve(ExperienceRowName, "");
}
ASC中去掉被动和基础属性的
ASC.cpp
中需要更改的部分
void UCAbilitySystemComponent::InitializeBaseAttributes()
{
if (!AbilitySystemGenerics || !AbilitySystemGenerics->GetBaseStatDataTable() || !GetOwner())
{
return;
}
// 获取基础属性数据表和角色对应的配置数据
const UDataTable* BaseStatDataTable = AbilitySystemGenerics->GetBaseStatDataTable();
const FTHeroBaseStats* BaseStats = nullptr;
}
void UCAbilitySystemComponent::ApplyInitialEffects()
{
// 检查当前组件是否拥有拥有者,并且拥有者是否具有网络权限(权威性)
if (!GetOwner() || !GetOwner()->HasAuthority()) return;
if (!AbilitySystemGenerics)
return;
for (const TSubclassOf<UGameplayEffect>& EffectClass : AbilitySystemGenerics->GetInitialEffects())
{
// 创建游戏效果规格句柄,用于描述要应用的效果及其上下文
FGameplayEffectSpecHandle EffectSpecHandle = MakeOutgoingSpec(EffectClass, 1, MakeEffectContext());
// 将游戏效果应用到自身
ApplyGameplayEffectSpecToSelf(*EffectSpecHandle.Data.Get());
}
}
void UCAbilitySystemComponent::ApplyFullStatEffect()
{
if (!AbilitySystemGenerics || !AbilitySystemGenerics->GetFullStatEffect())
return;
AuthApplyGameplayEffect(AbilitySystemGenerics->GetFullStatEffect());
}
void UCAbilitySystemComponent::GiveInitialAbilities()
{
// 检查当前组件是否拥有拥有者,并且拥有者是否具有网络权限(权威性)
if (!GetOwner() || !GetOwner()->HasAuthority()) return;
for (const TPair<ECAbilityInputID,TSubclassOf<UGameplayAbility>>& AbilityPair : BasicAbilities)
{
// 赋予技能 等级为 1
GiveAbility(FGameplayAbilitySpec(AbilityPair.Value, 1, static_cast<int32>(AbilityPair.Key), nullptr));
}
for (const TPair<ECAbilityInputID,TSubclassOf<UGameplayAbility>>& AbilityPair : Abilities)
{
GiveAbility(FGameplayAbilitySpec(AbilityPair.Value, 0, static_cast<int32>(AbilityPair.Key), nullptr));
}
// 需要更改的被动技能地方
if (!AbilitySystemGenerics)
return;
for (const TSubclassOf<UGameplayAbility>& PassiveAbility : AbilitySystemGenerics->GetPassiveAbilities())
{
GiveAbility(FGameplayAbilitySpec(PassiveAbility, 1, -1, nullptr));
}
}
void UCAbilitySystemComponent::HealthUpdated(const FOnAttributeChangeData& ChangeData)
{
if (!GetOwner() || !GetOwner()->HasAuthority()) return;
// 获取当前最大生命值
bool bFound = false;
float MaxHealth = GetGameplayAttributeValue(UCAttributeSet::GetMaxHealthAttribute(), bFound);
// 如果生命值达到最大值,添加生命值已满标签
if (bFound && ChangeData.NewValue >= MaxHealth)
{
if (!HasMatchingGameplayTag(TGameplayTags::Stats_Health_Full))
{
// 仅本地会添加标签
AddLooseGameplayTag(TGameplayTags::Stats_Health_Full);
}
}
else
{
// 移除生命值已满标签
RemoveLooseGameplayTag(TGameplayTags::Stats_Health_Full);
}
if (ChangeData.NewValue <= 0.0f)
{
if (!HasMatchingGameplayTag(TGameplayTags::Stats_Health_Empty))
{
// 本地添加生命值清零标签
AddLooseGameplayTag(TGameplayTags::Stats_Health_Empty);
// 角色死亡
if(AbilitySystemGenerics && AbilitySystemGenerics->GetDeathEffect())
AuthApplyGameplayEffect(AbilitySystemGenerics->GetDeathEffect());
// TODO:这里是由GE直接扣血的时候触发这种的死亡,我使用的是GCC触发的方式是在属性这边发送事件
// // 创建需要传给死亡被动技能的事件数据
// FGameplayEventData DeadAbilityEventData;
// if (ChangeData.GEModData)
// {
// DeadAbilityEventData.ContextHandle = ChangeData.GEModData->EffectSpec.GetContext();
// }else
// {
// UE_LOG(LogTemp, Error, TEXT("ChangeData.GEModData is null"))
// }
// UAbilitySystemBlueprintLibrary::SendGameplayEventToActor(GetOwner(),
// TGameplayTags::Stats_Dead,
// DeadAbilityEventData);
}
}else
{
RemoveLooseGameplayTag(TGameplayTags::Stats_Health_Empty);
}
}
创建一个给英雄一个给小兵
分别配置一下
设置经验
创建一个曲线表格
再把表格塞进去
创建经验值的回调
// 判断是否满级
bool IsAtMaxLevel() const;
void ExperienceUpdated(const FOnAttributeChangeData& ChangeData);
bool UCAbilitySystemComponent::IsAtMaxLevel() const
{
bool bFound;
float CurrentLevel = GetGameplayAttributeValue(UCHeroAttributeSet::GetLevelAttribute(), bFound);
float MaxLevel = GetGameplayAttributeValue(UCHeroAttributeSet::GetMaxLevelAttribute(), bFound);
return CurrentLevel >= MaxLevel;
}
UCAbilitySystemComponent::UCAbilitySystemComponent()
{
GetGameplayAttributeValueChangeDelegate(UCAttributeSet::GetHealthAttribute()).AddUObject(this, &UCAbilitySystemComponent::HealthUpdated);
GetGameplayAttributeValueChangeDelegate(UCAttributeSet::GetManaAttribute()).AddUObject(this, &UCAbilitySystemComponent::ManaUpdated);
GetGameplayAttributeValueChangeDelegate(UCHeroAttributeSet::GetExperienceAttribute()).AddUObject(this, &UCAbilitySystemComponent::ExperienceUpdated);
GenericConfirmInputID = static_cast<int32>(ECAbilityInputID::Confirm);
GenericCancelInputID = static_cast<int32>(ECAbilityInputID::Cancel);
}
void UCAbilitySystemComponent::InitializeBaseAttributes()
{
if (!AbilitySystemGenerics || !AbilitySystemGenerics->GetBaseStatDataTable() || !GetOwner())
{
return;
}
// 处理经验系统配置
const FRealCurve* ExperienceCurve = AbilitySystemGenerics->GetExperienceCurve();
if (ExperienceCurve)
{
int MaxLevel = ExperienceCurve->GetNumKeys(); // 经验曲线中的最大等级
SetNumericAttributeBase(UCHeroAttributeSet::GetMaxLevelAttribute(), MaxLevel); // 设置角色最大等级限制
float MaxExp = ExperienceCurve->GetKeyValue(ExperienceCurve->GetLastKeyHandle()); // 最高等级所需经验
SetNumericAttributeBase(UCHeroAttributeSet::GetMaxLevelExperienceAttribute(), MaxExp); // 设置最高等级经验阈值
// 输出调试信息
UE_LOG(LogTemp, Warning, TEXT("最大等级为: %d, 最大经验值为: %f"), MaxLevel, MaxExp);
}
ExperienceUpdated(FOnAttributeChangeData());
}
void UCAbilitySystemComponent::ExperienceUpdated(const FOnAttributeChangeData& ChangeData)
{
// 仅在拥有者存在且为服务器时执行
if (!GetOwner() || !GetOwner()->HasAuthority()) return;
// 满级返回
if (IsAtMaxLevel()) return;
// 检查能力系统通用配置是否有效
if (!AbilitySystemGenerics)
return;
// 获取当前经验值
float CurrentExp = ChangeData.NewValue;
// 从配置中获取经验曲线数据(等级->所需经验的映射)
const FRealCurve* ExperienceCurve = AbilitySystemGenerics->GetExperienceCurve();
if (!ExperienceCurve)
{
UE_LOG(LogTemp, Warning, TEXT("无法找到经验数据!"));
return;
}
float PrevLevelExp = 0.f; // 当前等级的最低经验值
float NextLevelExp = 0.f; // 下一级所需最低经验值
float NewLevel = 1.f; // 新的等级
for (auto Iter = ExperienceCurve->GetKeyHandleIterator(); Iter; ++Iter)
{
// 获取当前等级(NewLevel)对应的升级经验阈值
float ExperienceToReachLevel = ExperienceCurve->GetKeyValue(*Iter);
if (CurrentExp < ExperienceToReachLevel)
{
// 找到第一个大于当前经验的等级阈值
NextLevelExp = ExperienceToReachLevel;
break;
}
// 记录当前等级的最低经验值
PrevLevelExp = ExperienceToReachLevel;
NewLevel = Iter.GetIndex() + 1; // 等级加一
}
// 获取当前等级以及可用的升级点数
float CurrentLevel = GetNumericAttributeBase(UCHeroAttributeSet::GetLevelAttribute());
float CurrentUpgradePoint = GetNumericAttribute(UCHeroAttributeSet::GetUpgradePointAttribute());
// 计算等级提升数
float LevelUpgraded = NewLevel - CurrentLevel;
// 累加升级点数(当前点数+升级的级数)
float NewUpgradePoint = CurrentUpgradePoint + LevelUpgraded;
// 更新角色的属性值
SetNumericAttributeBase(UCHeroAttributeSet::GetLevelAttribute(), NewLevel); // 设置新等级
SetNumericAttributeBase(UCHeroAttributeSet::GetPrevLevelExperienceAttribute(), PrevLevelExp); // 设置当前等级经验基准
SetNumericAttributeBase(UCHeroAttributeSet::GetNextLevelExperienceAttribute(), NextLevelExp); // 设置下等级经验基准
SetNumericAttributeBase(UCHeroAttributeSet::GetUpgradePointAttribute(), NewUpgradePoint); // 更新可分配升级点数
}
使用MMC来计算角色升级的属性值
// 幻雨喜欢小猫咪
#pragma once
#include "CoreMinimal.h"
#include "GameplayModMagnitudeCalculation.h"
#include "MMC_LevelBased.generated.h"
/**
*
*/
UCLASS()
class CRUNCH_API UMMC_LevelBased : public UGameplayModMagnitudeCalculation
{
GENERATED_BODY()
public:
UMMC_LevelBased();
float CalculateBaseMagnitude_Implementation(const FGameplayEffectSpec& Spec) const override;
private:
UPROPERTY(EditDefaultsOnly)
FGameplayAttribute RateAttribute;
FGameplayEffectAttributeCaptureDefinition LevelCaptureDefinition;
};
// 幻雨喜欢小猫咪
#include "GAS/MMC/MMC_LevelBased.h"
#include "GAS/Core/CHeroAttributeSet.h"
UMMC_LevelBased::UMMC_LevelBased()
{
LevelCaptureDefinition.AttributeToCapture = UCHeroAttributeSet::GetLevelAttribute(); // 捕获目标等级属性
// 设置捕获对象,这里设置目标还是源都无所谓,因为是自己给自己
LevelCaptureDefinition.AttributeSource = EGameplayEffectAttributeCaptureSource::Target;
// 注册捕获属性
RelevantAttributesToCapture.Add(LevelCaptureDefinition);
}
float UMMC_LevelBased::CalculateBaseMagnitude_Implementation(const FGameplayEffectSpec& Spec) const
{
// 获取ASC,用来获取属性
UAbilitySystemComponent* ASC = Spec.GetContext().GetInstigatorAbilitySystemComponent();
if (!ASC) return 0.f;
float Level = 0.f;
// 设置评估参数
FAggregatorEvaluateParameters EvalParams;
// 绑定源/目标标签
EvalParams.SourceTags = Spec.CapturedSourceTags.GetAggregatedTags();
EvalParams.TargetTags = Spec.CapturedTargetTags.GetAggregatedTags();
// 获取目标对象的等级属性值
GetCapturedAttributeMagnitude(LevelCaptureDefinition, Spec, EvalParams, Level);
// 获取预设的成长属性值
bool bFound;
float RateAttributeVal = ASC->GetGameplayAttributeValue(RateAttribute, bFound);
if (!bFound)
return 0.f;
return (Level - 1) * RateAttributeVal;
}
蓝图中继承该mmc,创建需要调用的属性
再创建一个无限GE配置一下相关项
测试一下
调整生命值和法力值
这个最大生命增加后,血条并没有发生什么变化,因此需要在最大值更新的时候按照更新前的百分比修正一下
// 根据缓存的生命百分比和新最大生命值重新计算生命值
void RescaleHealth();
// 根据缓存的法力百分比和最大法力值重新计算法力值
void RescaleMana();
// 缓存的生命百分比
UPROPERTY()
FGameplayAttributeData CachedHealthPercent;
ATTRIBUTE_ACCESSORS(UCAttributeSet, CachedHealthPercent)
// 缓存的法力百分比
UPROPERTY()
FGameplayAttributeData CachedManaPercent;
ATTRIBUTE_ACCESSORS(UCAttributeSet, CachedManaPercent)
在生命或法力发生变化的时候缓存一下百分比
void UCAttributeSet::PostGameplayEffectExecute(const FGameplayEffectModCallbackData& Data)
{
if (Data.EvaluatedData.Attribute == GetHealthAttribute())
{
SetHealth(FMath::Clamp(GetHealth(), 0, GetMaxHealth()));
SetCachedHealthPercent(GetHealth()/GetMaxHealth());
}
if (Data.EvaluatedData.Attribute == GetManaAttribute())
{
SetMana(FMath::Clamp(GetMana(), 0, GetMaxMana()));
SetCachedManaPercent(GetMana()/GetMaxMana());
}
}
void UCAttributeSet::RescaleHealth()
{
if (!GetOwningActor()->HasAuthority())
return;
if (GetCachedHealthPercent() != 0 && GetHealth() != 0)
{
SetHealth(GetMaxHealth() * GetCachedHealthPercent());
}
}
void UCAttributeSet::RescaleMana()
{
if (!GetOwningActor()->HasAuthority())
return;
if (GetCachedManaPercent() != 0 && GetMana() != 0)
{
SetMana(GetMaxMana() * GetCachedManaPercent());
}
}
到角色类中添加最大生命和法力的回调,调用缓存更新值
// 最大生命值改变回调
void MaxHealthUpdated(const FOnAttributeChangeData& Data);
// 最大法力值改变回调
void MaxManaUpdated(const FOnAttributeChangeData& Data);
void ACCharacter::BindGASChangeDelegates()
{
if (CAbilitySystemComponent)
{
CAbilitySystemComponent->RegisterGameplayTagEvent(TGameplayTags::Stats_Dead).AddUObject(this, &ACCharacter::DeathTagUpdated);
CAbilitySystemComponent->RegisterGameplayTagEvent(TGameplayTags::Stats_Stun).AddUObject(this, &ACCharacter::StunTagUpdated);
CAbilitySystemComponent->RegisterGameplayTagEvent(TGameplayTags::Stats_Aim).AddUObject(this, &ACCharacter::AimTagUpdated);
CAbilitySystemComponent->GetGameplayAttributeValueChangeDelegate(CAttributeSet->GetMoveSpeedAttribute()).AddUObject(this, &ACCharacter::MoveSpeedUpdated);
CAbilitySystemComponent->GetGameplayAttributeValueChangeDelegate(UCAttributeSet::GetMaxHealthAttribute()).AddUObject(this, &ACCharacter::MaxHealthUpdated);
CAbilitySystemComponent->GetGameplayAttributeValueChangeDelegate(UCAttributeSet::GetMaxManaAttribute()).AddUObject(this, &ACCharacter::MaxManaUpdated);
}
}
void ACCharacter::MaxHealthUpdated(const FOnAttributeChangeData& Data)
{
if (IsValid(CAttributeSet))
{
CAttributeSet->RescaleHealth();
}
}
void ACCharacter::MaxManaUpdated(const FOnAttributeChangeData& Data)
{
if (IsValid(CAttributeSet))
{
CAttributeSet->RescaleMana();
}
}
升级的时候血条本来100%升级完也是100%