Files
Cog/Source/CogSample/CogSampleAttributeSet_Caster.h
2023-10-05 16:57:43 -04:00

87 lines
3.7 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "AttributeSet.h"
#include "AbilitySystemComponent.h"
#include "CogSampleFunctionLibrary_Gameplay.h"
#include "CogSampleAttributeSet_Caster.generated.h"
UCLASS()
class UCogSampleAttributeSet_Caster : public UAttributeSet
{
GENERATED_BODY()
public:
UCogSampleAttributeSet_Caster();
UFUNCTION()
virtual void OnRep_BaseDamage(const FGameplayAttributeData& PrevBaseDamage);
UFUNCTION()
virtual void OnRep_CooldownReduction(const FGameplayAttributeData& PrevCooldownReduction);
UFUNCTION()
virtual void OnRep_AreaRadiusModifier(const FGameplayAttributeData& PrevAreaRadiusModifier);
UFUNCTION()
virtual void OnRep_Stamina(const FGameplayAttributeData& PrevStamina);
UFUNCTION()
virtual void OnRep_MinStamina(const FGameplayAttributeData& PrevMinStamina);
UFUNCTION()
virtual void OnRep_MaxStamina(const FGameplayAttributeData& PrevMaxStamina);
UFUNCTION()
virtual void OnRep_StaminaRegen(const FGameplayAttributeData& PrevStaminaRegen);
UFUNCTION()
virtual void OnRep_StaminaCostReduction(const FGameplayAttributeData& PrevStaminaCostReduction);
virtual void GetLifetimeReplicatedProps(TArray<class FLifetimeProperty>& OutLifetimeProps) const override;
virtual void PreAttributeChange(const FGameplayAttribute& Attribute, float& NewValue) override;
virtual void PostAttributeChange(const FGameplayAttribute& Attribute, float OldValue, float NewValue) override;
virtual void PreAttributeBaseChange(const FGameplayAttribute& Attribute, float& NewValue) const override;
virtual void PostGameplayEffectExecute(const FGameplayEffectModCallbackData& Data) override;
private:
UPROPERTY(BlueprintReadOnly, Category = "Damage", ReplicatedUsing = OnRep_BaseDamage, meta = (AllowPrivateAccess = "true"))
FGameplayAttributeData BaseDamage;
UPROPERTY(BlueprintReadOnly, Category = "Modifier", ReplicatedUsing = OnRep_CooldownReduction, meta = (AllowPrivateAccess = "true"))
FGameplayAttributeData CooldownReduction;
UPROPERTY(BlueprintReadOnly, Category = "Modifier", ReplicatedUsing = OnRep_AreaRadiusModifier, meta = (AllowPrivateAccess = "true"))
FGameplayAttributeData AreaRadiusModifier;
UPROPERTY(BlueprintReadOnly, Category = "Stamina", ReplicatedUsing = OnRep_Stamina, meta = (AllowPrivateAccess = "true"))
FGameplayAttributeData Stamina;
UPROPERTY(BlueprintReadOnly, Category = "Stamina", ReplicatedUsing = OnRep_MinStamina, meta = (AllowPrivateAccess = "true"))
FGameplayAttributeData MinStamina;
UPROPERTY(BlueprintReadOnly, Category = "Stamina", ReplicatedUsing = OnRep_MaxStamina, meta = (AllowPrivateAccess = "true"))
FGameplayAttributeData MaxStamina;
UPROPERTY(BlueprintReadOnly, Category = "Stamina", ReplicatedUsing = OnRep_StaminaRegen, meta = (AllowPrivateAccess = "true"))
FGameplayAttributeData StaminaRegen;
UPROPERTY(BlueprintReadOnly, Category = "Stamina", ReplicatedUsing = OnRep_StaminaCostReduction, meta = (AllowPrivateAccess = "true"))
FGameplayAttributeData StaminaCostReduction;
void ClampAttributes(const FGameplayAttribute& Attribute, float& NewValue) const;
public:
ATTRIBUTE_ACCESSORS(UCogSampleAttributeSet_Caster, BaseDamage);
ATTRIBUTE_ACCESSORS(UCogSampleAttributeSet_Caster, CooldownReduction);
ATTRIBUTE_ACCESSORS(UCogSampleAttributeSet_Caster, AreaRadiusModifier);
ATTRIBUTE_ACCESSORS(UCogSampleAttributeSet_Caster, Stamina);
ATTRIBUTE_ACCESSORS(UCogSampleAttributeSet_Caster, StaminaRegen)
ATTRIBUTE_ACCESSORS(UCogSampleAttributeSet_Caster, MinStamina);
ATTRIBUTE_ACCESSORS(UCogSampleAttributeSet_Caster, MaxStamina);
ATTRIBUTE_ACCESSORS(UCogSampleAttributeSet_Caster, StaminaCostReduction);
};