GameplayAbility

3.3k words

AbilityContainer

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public class AbilityContainer
{
private readonly AbilitySystemComponent _owner;
private readonly Dictionary<string, AbilitySpec> _abilities = new Dictionary<string, AbilitySpec>();
public Dictionary<string, AbilitySpec> AbilitySpecs() => _abilities;
// _abilities.Values
private readonly List<AbilitySpec> _cachedAbilities = new List<AbilitySpec>();

public AbilityContainer(AbilitySystemComponent owner);
public void Tick();

// Ability 的添加
public void GrantAbility(AbstractAbility ability);
public void RemoveAbility(AbstractAbility ability);

// Ability 的激活
public bool TryActivateAbility(GameplayTagSet gameplayTagSet, params object[] args);
public bool TryActivateAbility(string abilityName, params object[] args);
public void EndAbility(string abilityName);
public void CancelAbility(string abilityName);

}

AbstractAbility

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public abstract class AbstractAbility
{
public readonly string Name;
public readonly AbilityAsset DataReference;
public AbilityTagContainer Tag { get; protected set; }
public GameplayEffect Cooldown { get; protected set; }
public float CooldownTime { get; protected set; }
public GameplayEffect Cost { get; protected set; }

public AbstractAbility(AbilityAsset abilityAsset);
public abstract AbilitySpec CreateSpec(AbilitySystemComponent owner);
public void SetCooldown(GameplayEffect coolDown);
public void SetCost(GameplayEffect cost);

}
public abstract class AbstractAbility<T> : AbstractAbility where T : AbilityAsset

AbilitySpec

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public abstract class AbilitySpec{

protected object[] _abilityArguments = Array.Empty<object>();
// 获取激活能力时传递给能力的参数。
public object[] AbilityArguments => _abilityArguments;
// 获取或设置与能力关联的自定义数据。
public object UserData { get; set; }
public AbstractAbility Ability { get; }
public AbilitySystemComponent Owner { get; protected set; }
public int Level { get; protected set; }
public bool IsActive { get; private set; }
public int ActiveCount { get; private set; }
protected event Action<AbilityActivateResult> _onActivateResult;
protected event Action _onEndAbility;
protected event Action _onCancelAbility;

public AbilitySpec(AbstractAbility ability, AbilitySystemComponent owner);
public void RegisterActivateResult(Action<AbilityActivateResult> onActivateResult);
public void UnregisterActivateResult(Action<AbilityActivateResult> onActivateResult);
public void RegisterEndAbility(Action onEndAbility);
public void UnregisterEndAbility(Action onEndAbility);
public void RegisterCancelAbility(Action onCancelAbility);
public void UnregisterCancelAbility(Action onCancelAbility);
public virtual bool TryActivateAbility(params object[] args);
public virtual void TryEndAbility();
public virtual void TryCancelAbility();
public void Tick();
protected virtual void AbilityTick();
public abstract void ActivateAbility(params object[] args);
public abstract void CancelAbility();
public abstract void EndAbility();



public virtual void SetLevel(int level);
public virtual AbilityActivateResult CanActivate();
// Owner满足 ActivationRequiredTags & ActivationBlockedTags & BlockAbilitiesWithTags 的条件
private bool CheckGameplayTagsValidTpActivate();
// Cost的判断和 MMC 的执行
protected virtual bool CheckCost();
// Cooldown 的检查
protected virtual CooldownTimer CheckCooldown();
// 执行 Cost 对应的 GE
public virtual void DoCost(float customCooldownTime = 0);

}