Originally posted by ExtraLifeMatt
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Thanks again!
bool IsComplete() const { return CurrentTime > CooldownTime; }
bool IsComplete() const { return CooldownTime == 0 || CurrentTime > CooldownTime; }
void UAblAbilityComponent::AddCooldownForAbility(const UAblAbility& Ability, const UAblAbilityContext& Context) { m_ActiveCooldowns.Add(Ability.GetAbilityNameHash(), FAblAbilityCooldown(Ability, Context)); }
void UAblAbilityComponent::AddCooldownForAbility(const UAblAbility& Ability, const UAblAbilityContext& Context) { FAblAbilityCooldown abilityCooldown(Ability, Context); if (!abilityCooldown.IsComplete()) { m_ActiveCooldowns.Add(Ability.GetAbilityNameHash(), abilityCooldown); } }
void UAblAbilityComponent::AddCooldownForAbility(const UAblAbility& Ability, const UAblAbilityContext& Context) { if (Ability.GetCooldown() > 0.0f) { m_ActiveCooldowns.Add(Ability.GetAbilityNameHash(), FAblAbilityCooldown(Ability, Context)); } }
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