CogSample: Add new attribute sets to test having the same attribute name in different attribute sets.

This commit is contained in:
Arnaud Jamin
2025-01-14 23:40:02 -05:00
parent e118785e1e
commit 392c015d2e
5 changed files with 106 additions and 0 deletions
@@ -0,0 +1,22 @@
#include "CogSampleAttributeSet_Ability_Blast.h"
#include "Net/Core/PushModel/PushModel.h"
#include "Net/UnrealNetwork.h"
//--------------------------------------------------------------------------------------------------------------------------
UCogSampleAttributeSet_Ability_Blast::UCogSampleAttributeSet_Ability_Blast()
{
}
//--------------------------------------------------------------------------------------------------------------------------
void UCogSampleAttributeSet_Ability_Blast::GetLifetimeReplicatedProps(TArray<class FLifetimeProperty>& OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
FDoRepLifetimeParams Params;
Params.bIsPushBased = true;
Params.RepNotifyCondition = REPNOTIFY_Always;
DOREPLIFETIME_WITH_PARAMS_FAST(UCogSampleAttributeSet_Ability_Blast, Cooldown, Params);
DOREPLIFETIME_WITH_PARAMS_FAST(UCogSampleAttributeSet_Ability_Blast, Cost, Params);
}
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#pragma once
#include "CoreMinimal.h"
#include "AttributeSet.h"
#include "AbilitySystemComponent.h"
#include "CogSampleFunctionLibrary_Gameplay.h"
#include "CogSampleAttributeSet_Ability_Blast.generated.h"
UCLASS()
class UCogSampleAttributeSet_Ability_Blast : public UAttributeSet
{
GENERATED_BODY()
public:
UCogSampleAttributeSet_Ability_Blast();
protected:
UPROPERTY(BlueprintReadOnly, Replicated, Meta = (AllowPrivateAccess = true))
FGameplayAttributeData Cooldown;
UPROPERTY(BlueprintReadOnly, Replicated, Meta = (AllowPrivateAccess = true))
FGameplayAttributeData Cost;
public:
ATTRIBUTE_ACCESSORS(UCogSampleAttributeSet_Ability_Blast, Cooldown);
ATTRIBUTE_ACCESSORS(UCogSampleAttributeSet_Ability_Blast, Cost);
};
@@ -0,0 +1,22 @@
#include "CogSampleAttributeSet_Ability_Shield.h"
#include "Net/Core/PushModel/PushModel.h"
#include "Net/UnrealNetwork.h"
//--------------------------------------------------------------------------------------------------------------------------
UCogSampleAttributeSet_Ability_Shield::UCogSampleAttributeSet_Ability_Shield()
{
}
//--------------------------------------------------------------------------------------------------------------------------
void UCogSampleAttributeSet_Ability_Shield::GetLifetimeReplicatedProps(TArray<class FLifetimeProperty>& OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
FDoRepLifetimeParams Params;
Params.bIsPushBased = true;
Params.RepNotifyCondition = REPNOTIFY_Always;
DOREPLIFETIME_WITH_PARAMS_FAST(UCogSampleAttributeSet_Ability_Shield, Cooldown, Params);
DOREPLIFETIME_WITH_PARAMS_FAST(UCogSampleAttributeSet_Ability_Shield, Cost, Params);
}
@@ -0,0 +1,31 @@
#pragma once
#include "CoreMinimal.h"
#include "AttributeSet.h"
#include "AbilitySystemComponent.h"
#include "CogSampleFunctionLibrary_Gameplay.h"
#include "CogSampleAttributeSet_Ability_Shield.generated.h"
UCLASS()
class UCogSampleAttributeSet_Ability_Shield : public UAttributeSet
{
GENERATED_BODY()
public:
UCogSampleAttributeSet_Ability_Shield();
private:
UPROPERTY(BlueprintReadOnly, Replicated, Meta = (AllowPrivateAccess = true))
FGameplayAttributeData Cooldown;
UPROPERTY(BlueprintReadOnly, Replicated, Meta = (AllowPrivateAccess = true))
FGameplayAttributeData Cost;
public:
ATTRIBUTE_ACCESSORS(UCogSampleAttributeSet_Ability_Shield, Cooldown);
ATTRIBUTE_ACCESSORS(UCogSampleAttributeSet_Ability_Shield, Cost);
};