Files
Cog/Source/CogSample/CogSampleAttributeSet_Speed.cpp
Arnaud Jamin 1aabdb5c4e First Submit
2023-10-02 01:32:41 -04:00

87 lines
4.0 KiB
C++

#include "CogSampleAttributeSet_Speed.h"
#include "Net/Core/PushModel/PushModel.h"
#include "Net/UnrealNetwork.h"
//--------------------------------------------------------------------------------------------------------------------------
UCogSampleAttributeSet_Speed::UCogSampleAttributeSet_Speed()
{
InitSpeed(600.0f);
InitMinSpeed(0.0f);
InitMaxSpeed(5000.0f);
InitMaxAcceleration(2000.0f);
}
//--------------------------------------------------------------------------------------------------------------------------
void UCogSampleAttributeSet_Speed::OnRep_Speed(const FGameplayAttributeData& PrevSpeed)
{
GAMEPLAYATTRIBUTE_REPNOTIFY(UCogSampleAttributeSet_Speed, Speed, PrevSpeed);
}
//--------------------------------------------------------------------------------------------------------------------------
void UCogSampleAttributeSet_Speed::OnRep_MinSpeed(const FGameplayAttributeData& PrevMinSpeed)
{
GAMEPLAYATTRIBUTE_REPNOTIFY(UCogSampleAttributeSet_Speed, MinSpeed, PrevMinSpeed);
}
//--------------------------------------------------------------------------------------------------------------------------
void UCogSampleAttributeSet_Speed::OnRep_MaxSpeed(const FGameplayAttributeData& PrevMaxSpeed)
{
GAMEPLAYATTRIBUTE_REPNOTIFY(UCogSampleAttributeSet_Speed, MaxSpeed, PrevMaxSpeed);
}
//--------------------------------------------------------------------------------------------------------------------------
void UCogSampleAttributeSet_Speed::OnRep_MaxAcceleration(const FGameplayAttributeData& PrevMaxAcceleration)
{
GAMEPLAYATTRIBUTE_REPNOTIFY(UCogSampleAttributeSet_Speed, MaxAcceleration, PrevMaxAcceleration);
}
//--------------------------------------------------------------------------------------------------------------------------
void UCogSampleAttributeSet_Speed::GetLifetimeReplicatedProps(TArray<class FLifetimeProperty>& OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
FDoRepLifetimeParams Params;
Params.bIsPushBased = true;
Params.RepNotifyCondition = REPNOTIFY_Always;
DOREPLIFETIME_WITH_PARAMS_FAST(UCogSampleAttributeSet_Speed, Speed, Params);
DOREPLIFETIME_WITH_PARAMS_FAST(UCogSampleAttributeSet_Speed, MinSpeed, Params);
DOREPLIFETIME_WITH_PARAMS_FAST(UCogSampleAttributeSet_Speed, MaxSpeed, Params);
DOREPLIFETIME_WITH_PARAMS_FAST(UCogSampleAttributeSet_Speed, MaxAcceleration, Params);
}
//--------------------------------------------------------------------------------------------------------------------------
void UCogSampleAttributeSet_Speed::PreAttributeBaseChange(const FGameplayAttribute& Attribute, float& NewValue) const
{
Super::PreAttributeBaseChange(Attribute, NewValue);
ClampAttributes(Attribute, NewValue);
}
//--------------------------------------------------------------------------------------------------------------------------
void UCogSampleAttributeSet_Speed::PreAttributeChange(const FGameplayAttribute& Attribute, float& NewValue)
{
Super::PreAttributeChange(Attribute, NewValue);
ClampAttributes(Attribute, NewValue);
}
//--------------------------------------------------------------------------------------------------------------------------
void UCogSampleAttributeSet_Speed::PostAttributeChange(const FGameplayAttribute& Attribute, float OldValue, float NewValue)
{
Super::PostAttributeChange(Attribute, OldValue, NewValue);
}
//--------------------------------------------------------------------------------------------------------------------------
void UCogSampleAttributeSet_Speed::PostGameplayEffectExecute(const FGameplayEffectModCallbackData& Data)
{
Super::PostGameplayEffectExecute(Data);
}
//--------------------------------------------------------------------------------------------------------------------------
void UCogSampleAttributeSet_Speed::ClampAttributes(const FGameplayAttribute& Attribute, float& NewValue) const
{
if (Attribute == GetSpeedAttribute())
{
NewValue = FMath::Clamp(NewValue, GetMinSpeed(), GetMaxSpeed());
}
}