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First Submit
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#pragma once
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#include "CoreMinimal.h"
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#include "AttributeSet.h"
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#include "AbilitySystemComponent.h"
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#include "CogSampleFunctionLibrary_Gameplay.h"
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#include "CogSampleAttributeSet_Stamina.generated.h"
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UCLASS()
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class UCogSampleAttributeSet_Stamina : public UAttributeSet
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{
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GENERATED_BODY()
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public:
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UCogSampleAttributeSet_Stamina();
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UFUNCTION()
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virtual void OnRep_Stamina(const FGameplayAttributeData& PrevStamina);
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UFUNCTION()
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virtual void OnRep_MinStamina(const FGameplayAttributeData& PrevMinStamina);
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UFUNCTION()
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virtual void OnRep_MaxStamina(const FGameplayAttributeData& PrevMaxStamina);
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UFUNCTION()
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virtual void OnRep_StaminaRegen(const FGameplayAttributeData& PrevStaminaRegen);
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virtual void GetLifetimeReplicatedProps(TArray<class FLifetimeProperty>& OutLifetimeProps) const override;
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virtual void PreAttributeChange(const FGameplayAttribute& Attribute, float& NewValue) override;
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virtual void PostAttributeChange(const FGameplayAttribute& Attribute, float OldValue, float NewValue) override;
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virtual void PreAttributeBaseChange(const FGameplayAttribute& Attribute, float& NewValue) const override;
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virtual void PostGameplayEffectExecute(const FGameplayEffectModCallbackData& Data) override;
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private:
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UPROPERTY(BlueprintReadOnly, Category = "Stamina", ReplicatedUsing = OnRep_Stamina, meta = (AllowPrivateAccess = "true"))
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FGameplayAttributeData Stamina;
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UPROPERTY(BlueprintReadOnly, Category = "Stamina", ReplicatedUsing = OnRep_MinStamina, meta = (AllowPrivateAccess = "true"))
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FGameplayAttributeData MinStamina;
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UPROPERTY(BlueprintReadOnly, Category = "Stamina", ReplicatedUsing = OnRep_MaxStamina, meta = (AllowPrivateAccess = "true"))
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FGameplayAttributeData MaxStamina;
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UPROPERTY(BlueprintReadOnly, Category = "Stamina", ReplicatedUsing = OnRep_StaminaRegen, meta = (AllowPrivateAccess = "true"))
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FGameplayAttributeData StaminaRegen;
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void ClampAttributes(const FGameplayAttribute& Attribute, float& NewValue) const;
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public:
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ATTRIBUTE_ACCESSORS(UCogSampleAttributeSet_Stamina, Stamina);
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ATTRIBUTE_ACCESSORS(UCogSampleAttributeSet_Stamina, StaminaRegen)
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ATTRIBUTE_ACCESSORS(UCogSampleAttributeSet_Stamina, MinStamina);
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ATTRIBUTE_ACCESSORS(UCogSampleAttributeSet_Stamina, MaxStamina);
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};
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