UGameplayEffect
UGameplayEffect在框架中主要负责各种数值上的效果,如果技能cd、类似黑魂中的异常效果堆叠与buff,甚至连角色升级时的属性点添加都可以使用它来实现。
因为大多数逻辑都是设置数据子类的操作,所以对于这个类,本人推荐使用蓝图来进行操作。
简单使用教程
通过继承UGameplayEffect来创建一个新的GameplayEffect类,并在构造函数中对相应的属性进行设置。之后在Ability类中调用ApplyGameplayEffectToOwner函数让GameplayEffect生效。
if (CommitAbility(Handle, ActorInfo, ActivationInfo)) // ..then commit the ability...
{
// Then do more stuff...
const UGameplayEffect* GameplayEffect = NewObject<UGE_DamageBase>();
ApplyGameplayEffectToOwner(CurrentSpecHandle, CurrentActorInfo, CurrentActivationInfo, GameplayEffect, 5, 1);
K2_EndAbility();
}
具体操作可以参考ActionRPG模板,或者是我的项目代码。
Modifiers
本质是一个FGameplayModifierInfo结构体数组用于存储所有数值修改信息。FGameplayModifierInfo包含以下属性:
- Attribute 修改的目标属性集中的属性。
- ModifierOp 修改方式。例如Override、Add、Multiply。
- Magnitude(已被废弃)
- ModifierMagnitude 修改的数值与类型,可以配置数据表。
- EvaluationChannelSettings (不知道为什么没在编辑器中显示,而且代码中只有一处调用,所以直接跳过)
- SourceTags 本身标签行为(Effect生效所需或者忽略的标签)
- TargetTags 目标标签行为(Effect生效所需或者忽略的标签)
可以看得出ModifierMagnitude才是Modifiers的关键,而它的本质是FGameplayEffectModifierMagnitude结构体。但是我们只需要学会初始化它即可。它具有以下四种类型:
- ScalableFloat 较为简单的使用方式,使用ScalableFloat进行计算
- AttributeBased 基于属性执行计算。
- CustomCalculationClass 能够捕获多个属性进行自定义计算
- SetByCaller 被蓝图或者代码显式设置
ScalableFloat的调用示例
ScalableFloat类型是用于设置固定值的简单方式,同时它也支持通过CurveTable配合技能等级设置倍率。(最后结果=固定值*倍率)当然如果你向完全通过CurveTable来控制参数,那就把固定值设置为1即可。
FGameplayModifierInfo info;
info.Attribute = FGameplayAttribute(FindFieldChecked<UProperty>(URPGAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(URPGAttributeSet, Health)));
info.ModifierOp = EGameplayModOp::Additive;
//固定值
//info.ModifierMagnitude = FGameplayEffectModifierMagnitude(FScalableFloat(100.0));
//CurveTable控制倍率
FScalableFloat damageValue = {1.0};
FCurveTableRowHandle damageCurve;
static ConstructorHelpers::FObjectFinder<UCurveTable> curveAsset(TEXT("/Game/ActionRPG/DataTable/Damage"));
damageCurve.CurveTable = curveAsset.Object;
damageCurve.RowName = FName("Damage");
damageValue.Curve = damageCurve;
info.ModifierMagnitude = FGameplayEffectModifierMagnitude(damageValue);
Modifiers.Add(info);
PS.技能等级在ApplyGameplayEffectToOwner函数中设置。
AttributeBased的调用示例
最终计算过程可以在CalculateMagnitude函数中找到。
- 如果尝试捕获到数值(不为None),则将赋值给AttribValue。
- 判断AttributeCalculationType,来计算对应的AttribValue。(我不太了解代码中channel的概念,如果channel不存在,AttribValue为原本值)
- 如果AttributeCurve存在,则将AttribValue作为x轴值来查找y轴值,并进行插值计算,最后将结果赋值给AttribValue。
- 最终计算公式:
BackingAttribute
为GameplayEffect捕获GameplayAttribute的选项。(你可以理解为Lambda表达式的捕获)
- AttributeToCapture:捕获属性
- AttributeSource:捕获的目标(自身还是目标对象)
- bSnapshot:属性是否需要被快照(没仔细看,如果为false,每次都会重新获取吧)
AttributeCalculationType
默认值为AttributeMagnitude。
- AttributeMagnitude:使用最后通过属性计算出来的级数
- AttributeBaseValue:使用属性基础值
- AttributeBonusMagnitude:使用(最后计算值-基础值)
- AttributeMagnitudeEvaluatedUpToChannel:不清楚使用方法,关键是在编辑器中,这个选项默认是不显示的
FGameplayModifierInfo info;
info.Attribute = FGameplayAttribute(FindFieldChecked<UProperty>(URPGAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(URPGAttributeSet, Health)));
info.ModifierOp = EGameplayModOp::Additive;
FAttributeBasedFloat damageValue;
damageValue.Coefficient = { 1.2f };
damageValue.PreMultiplyAdditiveValue = { 1.0f };
damageValue.PostMultiplyAdditiveValue = { 2.0f };
damageValue.BackingAttribute = FGameplayEffectAttributeCaptureDefinition(FGameplayAttribute(FindFieldChecked<UProperty>(URPGAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(URPGAttributeSet, Health)))
, EGameplayEffectAttributeCaptureSource::Source, false);
FCurveTableRowHandle damageCurve;
static ConstructorHelpers::FObjectFinder<UCurveTable> curveAsset(TEXT("/Game/ActionRPG/DataTable/Damage"));
damageCurve.CurveTable = curveAsset.Object;
damageCurve.RowName = FName("Damage");
damageValue.AttributeCurve = damageCurve;
damageValue.AttributeCalculationType = EAttributeBasedFloatCalculationType::AttributeMagnitude;
info.ModifierMagnitude = damageValue;
Modifiers.Add(info);
CustomCalculationClass的调用示例
与AttributeCalculationType相比,少了属性捕获,多了CalculationClassMagnitude(UGameplayModMagnitudeCalculation类)。
FGameplayModifierInfo info;
info.Attribute = FGameplayAttribute(FindFieldChecked<UProperty>(URPGAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(URPGAttributeSet, Health)));
info.ModifierOp = EGameplayModOp::Additive;
FCustomCalculationBasedFloat damageValue;
damageValue.CalculationClassMagnitude = UDamageMagnitudeCalculation::StaticClass();
damageValue.Coefficient = { 1.2f };
damageValue.PreMultiplyAdditiveValue = { 1.0f };
damageValue.PostMultiplyAdditiveValue = { 2.0f };
info.ModifierMagnitude = damageValue;
Modifiers.Add(info);
PS.如果这个计算过程还取决于外部非GameplayAbility框架的条件,那么你可能需要重写GetExternalModifierDependencyMulticast()函数,以获得FOnExternalGameplayModifierDependencyChange委托。从而实现:当外部条件发生改变时,及时更新计算结果。
UGameplayModMagnitudeCalculation
你可以通过继承UGameplayModMagnitudeCalculation来创建自定义的Calculation类。所需实现步骤如下:
- 在构造函数中,向RelevantAttributesToCapture数组添加需要捕获的属性。
- 实现CalculateBaseMagnitude事件。(因为BlueprintNativeEvent类型,所以既可以在c++里实现也可以在蓝图中实现,关于两者结合可以参考UGameplayAbility类中ActivateAbility()的写法。
案例代码如下:
UCLASS(BlueprintType, Blueprintable, Abstract)
class ACTIONRPG_API UDamageMagnitudeCalculation : public UGameplayModMagnitudeCalculation
{
GENERATED_BODY()
public:
UDamageMagnitudeCalculation();
float CalculateBaseMagnitude_Implementation(const FGameplayEffectSpec& Spec) const override;
};
UDamageMagnitudeCalculation::UDamageMagnitudeCalculation()
{
RelevantAttributesToCapture.Add(FGameplayEffectAttributeCaptureDefinition(FGameplayAttribute(FindFieldChecked<UProperty>(URPGAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(URPGAttributeSet, Health)))
, EGameplayEffectAttributeCaptureSource::Source, false));
}
float UDamageMagnitudeCalculation::CalculateBaseMagnitude_Implementation(const FGameplayEffectSpec& Spec) const
{
float damage{ 0.0f};
FAggregatorEvaluateParameters InEvalParams;
//捕获失败的容错语句
if (!GetCapturedAttributeMagnitude(FGameplayEffectAttributeCaptureDefinition(FGameplayAttribute(FindFieldChecked<UProperty>(URPGAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(URPGAttributeSet, Health)))
, EGameplayEffectAttributeCaptureSource::Source, false), Spec, InEvalParams, damage)) {
//如果这个变量会作为除数的话,不能为0
damage = 1.0f;
}
return damage;
}
Executions
Executions更为简单,而且更加自由。只需要编写Calculation Class即可。它与Modifiers的不同之处在于:一个Modifiers只能修改一个属性,而Executions可以同时改动多个属性。
UGameplayEffectExecutionCalculation
这里我就直接复制actionRPG模板的代码了。
开头的RPGDamageStatics结构体与DamageStatics函数,可以减少后面的代码量。可以算是FGameplayEffectAttributeCaptureDefinition的语法糖吧。
UCLASS()
class ACTIONRPG_API UDamageExecutionCalculation : public UGameplayEffectExecutionCalculation
{
GENERATED_BODY()
public:
UDamageExecutionCalculation();
virtual void Execute_Implementation(const FGameplayEffectCustomExecutionParameters& ExecutionParams, OUT FGameplayEffectCustomExecutionOutput& OutExecutionOutput) const override;
};
struct RPGDamageStatics
{
DECLARE_ATTRIBUTE_CAPTUREDEF(DefensePower);
DECLARE_ATTRIBUTE_CAPTUREDEF(AttackPower);
DECLARE_ATTRIBUTE_CAPTUREDEF(Damage);
RPGDamageStatics()
{
// Capture the Target's DefensePower attribute. Do not snapshot it, because we want to use the health value at the moment we apply the execution.
DEFINE_ATTRIBUTE_CAPTUREDEF(URPGAttributeSet, DefensePower, Target, false);
// Capture the Source's AttackPower. We do want to snapshot this at the moment we create the GameplayEffectSpec that will execute the damage.
// (imagine we fire a projectile: we create the GE Spec when the projectile is fired. When it hits the target, we want to use the AttackPower at the moment
// the projectile was launched, not when it hits).
DEFINE_ATTRIBUTE_CAPTUREDEF(URPGAttributeSet, AttackPower, Source, true);
// Also capture the source's raw Damage, which is normally passed in directly via the execution
DEFINE_ATTRIBUTE_CAPTUREDEF(URPGAttributeSet, Damage, Source, true);
}
};
static const RPGDamageStatics& DamageStatics()
{
static RPGDamageStatics DmgStatics;
return DmgStatics;
}
UDamageExecutionCalculation::UDamageExecutionCalculation()
{
RelevantAttributesToCapture.Add(DamageStatics().DefensePowerDef);
RelevantAttributesToCapture.Add(DamageStatics().AttackPowerDef);
RelevantAttributesToCapture.Add(DamageStatics().DamageDef);
}
void UDamageExecutionCalculation::Execute_Implementation(const FGameplayEffectCustomExecutionParameters& ExecutionParams, OUT FGameplayEffectCustomExecutionOutput& OutExecutionOutput) const
{
UAbilitySystemComponent* TargetAbilitySystemComponent = ExecutionParams.GetTargetAbilitySystemComponent();
UAbilitySystemComponent* SourceAbilitySystemComponent = ExecutionParams.GetSourceAbilitySystemComponent();
AActor* SourceActor = SourceAbilitySystemComponent ? SourceAbilitySystemComponent->AvatarActor : nullptr;
AActor* TargetActor = TargetAbilitySystemComponent ? TargetAbilitySystemComponent->AvatarActor : nullptr;
const FGameplayEffectSpec& Spec = ExecutionParams.GetOwningSpec();
// Gather the tags from the source and target as that can affect which buffs should be used
const FGameplayTagContainer* SourceTags = Spec.CapturedSourceTags.GetAggregatedTags();
const FGameplayTagContainer* TargetTags = Spec.CapturedTargetTags.GetAggregatedTags();
FAggregatorEvaluateParameters EvaluationParameters;
EvaluationParameters.SourceTags = SourceTags;
EvaluationParameters.TargetTags = TargetTags;
// --------------------------------------
// Damage Done = Damage * AttackPower / DefensePower
// If DefensePower is 0, it is treated as 1.0
// --------------------------------------
//计算捕获属性的数值。
float DefensePower = 0.f;
ExecutionParams.AttemptCalculateCapturedAttributeMagnitude(DamageStatics().DefensePowerDef, EvaluationParameters, DefensePower);
//因为要做除数所以需要加入容错语句
if (DefensePower == 0.0f)
{
DefensePower = 1.0f;
}
float AttackPower = 0.f;
ExecutionParams.AttemptCalculateCapturedAttributeMagnitude(DamageStatics().AttackPowerDef, EvaluationParameters, AttackPower);
float Damage = 0.f;
ExecutionParams.AttemptCalculateCapturedAttributeMagnitude(DamageStatics().DamageDef, EvaluationParameters, Damage);
//伤害计算公式
float DamageDone = Damage * AttackPower / DefensePower;
if (DamageDone > 0.f)
{
//这里可以修改多个属性
OutExecutionOutput.AddOutputModifier(FGameplayModifierEvaluatedData(DamageStatics().DamageProperty, EGameplayModOp::Additive, DamageDone));
}
}
Period
Period指的是周期,一般用于制作周期性技能。
//持续类型,只有设置为HasDuration,技能才能变成周期性的
DurationPolicy = EGameplayEffectDurationType::HasDuration;
//持续时间
DurationMagnitude = FGameplayEffectModifierMagnitude(1.0);
//周期,技能生效次数=持续时间/周期
Period = 2.0;
FGameplayEffectContainer与Spec
EPIC实现了这个结构体
调用URPGGameplayAbility::MakeEffectContainerSpecFromContainer
使用FGameplayEffectContainer生成FGameplayEffectContainerSpec结构体。
Spec是实例版本,存储TargetDataHandle与EffectSpecHandle。通过MakeEffectContainerSpecFromContainer进行实例化(但本质是通过Spec的AddTarget进行数据填充)。
之后再通过
ReturnSpec.TargetGameplayEffectSpecs.Add(MakeOutgoingGameplayEffectSpec(EffectClass, OverrideGameplayLevel));
填充EffectSpec数据。
MakeEffectContainerSpec则是个快捷函数
通过FGameplayTag寻找对应的Effect与Target数据。EventData则用于调用TargetType类的GetTarget函数,用于获取符合要求的目标(Actor)。
在ActionRPG中URPGTargetType_UseEventData的GetTarget用到了EventData。大致逻辑为首先寻找EventData里是否带有EventData.HitResult信息(可以在Send Event To Actor中设置),如果没有则返回EventData.Target信息。
void URPGTargetType_UseEventData::GetTargets_Implementation(ARPGCharacterBase* TargetingCharacter, AActor* TargetingActor, FGameplayEventData EventData, TArray<FHitResult>& OutHitResults, TArray<AActor*>& OutActors) const
{
const FHitResult* FoundHitResult = EventData.ContextHandle.GetHitResult();
if (FoundHitResult)
{
OutHitResults.Add(*FoundHitResult);
}
else if (EventData.Target)
{
OutActors.Add(const_cast<AActor*>(EventData.Target));
}
}
ApplyEffectContainer则是个方便函数。
实现在AnimNotify中向指定目标引用GameplayEffect
从GameplayAbilityComponent或者从GameplayAbility中设置.
MakeOutgoingGameplayEffectSpec=>
ApplyGameplayEffectSpecToTarget 位于UGameplayAbility
ApplyGameplayEffectToTarget
GameplayEffectSpec.GetContext().AddTarget()
RemoveGrantedByEffect()函数可以移除Ability中Instance类型的Effect。非常适合来清除翻滚免伤、技能硬直效果。
FRPGGameplayEffectContainerSpec URPGBlueprintLibrary::AddTargetsToEffectContainerSpec(const FRPGGameplayEffectContainerSpec& ContainerSpec, const TArray<FHitResult>& HitResults, const TArray<AActor*>& TargetActors)
{
FRPGGameplayEffectContainerSpec NewSpec = ContainerSpec;
NewSpec.AddTargets(HitResults, TargetActors);
return NewSpec;
}
TArray<FActiveGameplayEffectHandle> URPGBlueprintLibrary::ApplyExternalEffectContainerSpec(const FRPGGameplayEffectContainerSpec& ContainerSpec)
{
TArray<FActiveGameplayEffectHandle> AllEffects;
// Iterate list of gameplay effects
for (const FGameplayEffectSpecHandle& SpecHandle : ContainerSpec.TargetGameplayEffectSpecs)
{
if (SpecHandle.IsValid())
{
// If effect is valid, iterate list of targets and apply to all
for (TSharedPtr<FGameplayAbilityTargetData> Data : ContainerSpec.TargetData.Data)
{
AllEffects.Append(Data->ApplyGameplayEffectSpec(*SpecHandle.Data.Get()));
}
}
}
return AllEffects;
}
FGameplayEffectSpecHandle SpecHandle = MakeOutgoingGameplayEffectSpec(Handle, ActorInfo, ActivationInfo, GameplayEffectClass, GameplayEffectLevel);
if (SpecHandle.Data.IsValid())
{
SpecHandle.Data->StackCount = Stacks;
SCOPE_CYCLE_UOBJECT(Source, SpecHandle.Data->GetContext().GetSourceObject());
EffectHandles.Append(ApplyGameplayEffectSpecToTarget(Handle, ActorInfo, ActivationInfo, SpecHandle, Target));
}
实用函数
Wait Input Release