1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51
|
public interface IAbilitySystemComponent { void SetPreset(AbilitySystemComponentPreset ascPreset); void Init(GameplayTag[] baseTags, Type[] attrSetTypes, AbilityAsset[] baseAbilities,int level); void SetLevel(int level); bool HasTag(GameplayTag tag); bool HasAllTags(GameplayTagSet tags); bool HasAnyTags(GameplayTagSet tags); void AddFixedTags(GameplayTagSet tags); void AddFixedTag(GameplayTag gameplayTag); void RemoveFixedTags(GameplayTagSet tags); void RemoveFixedTag(GameplayTag gameplayTag);
GameplayEffectSpec ApplyGameplayEffectTo(GameplayEffect gameplayEffect,AbilitySystemComponent target); GameplayEffectSpec ApplyGameplayEffectToSelf(GameplayEffect gameplayEffect);
void ApplyModFromInstantGameplayEffect(GameplayEffectSpec spec); void RemoveGameplayEffect(GameplayEffectSpec spec); void Tick(); Dictionary<string,float> DataSnapshot(); AbilitySpec GrantAbility(AbstractAbility ability); void RemoveAbility(string abilityName); float? GetAttributeCurrentValue(string setName,string attributeShortName); float? GetAttributeBaseValue(string setName,string attributeShortName);
bool TryActivateAbility(string abilityName, params object[] args); void TryEndAbility(string abilityName);
CooldownTimer CheckCooldownFromTags(GameplayTagSet tags); T AttrSet<T>() where T : AttributeSet;
void ClearGameplayEffect(); }
|