• 카테고리

    질문 & 답변
  • 세부 분야

    게임 프로그래밍

  • 해결 여부

    해결됨

ASC->SpawnedTargetActors 에 추가된 타겟 액터에 관해서 질문있습니다.

24.01.19 17:46 작성 조회수 194

0

6강의 ABAT_Trace의 FinalizeTargetActor() 함수에서, 이하와 같이 생성완료된 타겟 액터를 오너 캐릭터의 ASC의 SpawnedTargetActors에 추가했는데, Ability Task가 종료될때 SpawnedTargetActors에서 제거하지 않아도 괜찮을까요?

void UABAT_Trace::FinalizeTargetActor()
{
	UAbilitySystemComponent* ASC = AbilitySystemComponent.Get();
	if (ASC)
	{
		const FTransform SpawnTransform = ASC->GetAvatarActor()->GetTransform();
		SpawnedTargetActor->FinishSpawning(SpawnTransform);

		ASC->SpawnedTargetActors.Push(SpawnedTargetActor);
		SpawnedTargetActor->StartTargeting(Ability);
		SpawnedTargetActor->ConfirmTargeting();
	}
}

 

혹시나 삭제해야 한다면 타겟 액터 콜백 함수에서 EndTask() 의 실행 직전에 삭제하면 되는지 궁금합니다.

void UABAT_Trace::OnTargetDataReadyCallback(const FGameplayAbilityTargetDataHandle& DataHandle)
{
	if (ShouldBroadcastAbilityTaskDelegates())
	{
		OnComplete.Broadcast(DataHandle);
	}

	// 추가한 부분
	UAbilitySystemComponent* ASC = AbilitySystemComponent.Get();
	if (ASC)
	{
		ASC->SpawnedTargetActors.Remove(SpawnedTargetActor);
	}

	EndTask();
}

 

답변 1

답변을 작성해보세요.

1

네. 좋은 질문이십니다.
Target을 Confirm하거나 Cancel하면 타겟 액터 목록은 리셋됩니다.
따라서 별도로 제거할 필요는 없습니다.

 

void UAbilitySystemComponent::TargetConfirm()
{
	// Callbacks may modify the spawned target actor array so iterate over a copy instead
	TArray<AGameplayAbilityTargetActor*> LocalTargetActors = SpawnedTargetActors;
	SpawnedTargetActors.Reset();
	for (AGameplayAbilityTargetActor* TargetActor : LocalTargetActors)
	{
		if (TargetActor)
		{
			if (TargetActor->IsConfirmTargetingAllowed())
			{
				//TODO: There might not be any cases where this bool is false
				if (!TargetActor->bDestroyOnConfirmation)
				{
					SpawnedTargetActors.Add(TargetActor);
				}
				TargetActor->ConfirmTargeting();
			}
			else
			{
				SpawnedTargetActors.Add(TargetActor);
			}
		}
	}
}

void UAbilitySystemComponent::TargetCancel()
{
	// Callbacks may modify the spawned target actor array so iterate over a copy instead
	TArray<AGameplayAbilityTargetActor*> LocalTargetActors = SpawnedTargetActors;
	SpawnedTargetActors.Reset();
	for (AGameplayAbilityTargetActor* TargetActor : LocalTargetActors)
	{
		if (TargetActor)
		{
			TargetActor->CancelTargeting();
		}
	}
}

 

Kumuri님의 프로필

Kumuri

질문자

2024.01.19

답변 감사합니다!