GASATHON/Project/Source/Gasa/AbilitySystem/GasaAttributeSet.h

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// Generated by GasaEditor/GasaGen/GasaGen_AttributeSets.cpp
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#pragma once
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#include "AttributeSet.h"
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#include "GasaAttributeSet.generated.h"
UCLASS()
class GASA_API UGasaAttributeSet : public UAttributeSet
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{
GENERATED_BODY()
public:
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UGasaAttributeSet();
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// Vital Attributes
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UPROPERTY( ReplicatedUsing = Client_OnRep_Health, EditAnywhere, BlueprintReadWrite, Category = "Attributes|Vital" )
FGameplayAttributeData Health;
UPROPERTY( ReplicatedUsing = Client_OnRep_Mana, EditAnywhere, BlueprintReadWrite, Category = "Attributes|Vital" )
FGameplayAttributeData Mana;
// Primary Attributes
UPROPERTY( ReplicatedUsing = Client_OnRep_Strength, EditAnywhere, BlueprintReadWrite, Category = "Attributes|Primary" )
FGameplayAttributeData Strength;
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UPROPERTY( ReplicatedUsing = Client_OnRep_Intelligence, EditAnywhere, BlueprintReadWrite, Category = "Attributes|Primary" )
FGameplayAttributeData Intelligence;
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UPROPERTY( ReplicatedUsing = Client_OnRep_Resilience, EditAnywhere, BlueprintReadWrite, Category = "Attributes|Primary" )
FGameplayAttributeData Resilience;
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UPROPERTY( ReplicatedUsing = Client_OnRep_Vigor, EditAnywhere, BlueprintReadWrite, Category = "Attributes|Primary" )
FGameplayAttributeData Vigor;
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// Secondary Attributes
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UPROPERTY( ReplicatedUsing = Client_OnRep_MaxHealth, EditAnywhere, BlueprintReadWrite, Category = "Attributes|Secondary" )
FGameplayAttributeData MaxHealth;
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UPROPERTY( ReplicatedUsing = Client_OnRep_MaxMana, EditAnywhere, BlueprintReadWrite, Category = "Attributes|Secondary" )
FGameplayAttributeData MaxMana;
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UPROPERTY( ReplicatedUsing = Client_OnRep_Armor, EditAnywhere, BlueprintReadWrite, Category = "Attributes|Secondary" )
FGameplayAttributeData Armor;
UPROPERTY( ReplicatedUsing = Client_OnRep_ArmorPenentration, EditAnywhere, BlueprintReadWrite, Category = "Attributes|Secondary" )
FGameplayAttributeData ArmorPenentration;
UPROPERTY( ReplicatedUsing = Client_OnRep_BlockChance, EditAnywhere, BlueprintReadWrite, Category = "Attributes|Secondary" )
FGameplayAttributeData BlockChance;
UPROPERTY( ReplicatedUsing = Client_OnRep_CriticalHitChance, EditAnywhere, BlueprintReadWrite, Category = "Attributes|Secondary" )
FGameplayAttributeData CriticalHitChance;
UPROPERTY( ReplicatedUsing = Client_OnRep_CriticalHitDamage, EditAnywhere, BlueprintReadWrite, Category = "Attributes|Secondary" )
FGameplayAttributeData CriticalHitDamage;
UPROPERTY( ReplicatedUsing = Client_OnRep_CriticalHitResistance, EditAnywhere, BlueprintReadWrite, Category = "Attributes|Secondary" )
FGameplayAttributeData CriticalHitResistance;
UPROPERTY( ReplicatedUsing = Client_OnRep_HealthRegeneration, EditAnywhere, BlueprintReadWrite, Category = "Attributes|Secondary" )
FGameplayAttributeData HealthRegeneration;
UPROPERTY( ReplicatedUsing = Client_OnRep_ManaRegeneration, EditAnywhere, BlueprintReadWrite, Category = "Attributes|Secondary" )
FGameplayAttributeData ManaRegeneration;
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UFUNCTION()
void Client_OnRep_Health( FGameplayAttributeData& PrevHealth );
UFUNCTION()
void Client_OnRep_Mana( FGameplayAttributeData& PrevMana );
UFUNCTION()
void Client_OnRep_Strength( FGameplayAttributeData& PrevStrength );
UFUNCTION()
void Client_OnRep_Intelligence( FGameplayAttributeData& PrevIntelligence );
UFUNCTION()
void Client_OnRep_Resilience( FGameplayAttributeData& PrevResilience );
UFUNCTION()
void Client_OnRep_Vigor( FGameplayAttributeData& PrevVigor );
UFUNCTION()
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void Client_OnRep_MaxHealth( FGameplayAttributeData& PrevMaxHealth );
UFUNCTION()
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void Client_OnRep_MaxMana( FGameplayAttributeData& PrevMaxMana );
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UFUNCTION()
void Client_OnRep_Armor( FGameplayAttributeData& PrevArmor );
UFUNCTION()
void Client_OnRep_ArmorPenentration( FGameplayAttributeData& PrevArmorPenentration );
UFUNCTION()
void Client_OnRep_BlockChance( FGameplayAttributeData& PrevBlockChance );
UFUNCTION()
void Client_OnRep_CriticalHitChance( FGameplayAttributeData& PrevCriticalHitChance );
UFUNCTION()
void Client_OnRep_CriticalHitDamage( FGameplayAttributeData& PrevCriticalHitDamage );
UFUNCTION()
void Client_OnRep_CriticalHitResistance( FGameplayAttributeData& PrevCriticalHitResistance );
UFUNCTION()
void Client_OnRep_HealthRegeneration( FGameplayAttributeData& PrevHealthRegeneration );
UFUNCTION()
void Client_OnRep_ManaRegeneration( FGameplayAttributeData& PrevManaRegeneration );
#pragma region Getters
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static FGameplayAttribute GetHealthAttribute()
{
static FProperty* Prop = FindFieldChecked<FProperty>( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Health ) );
return Prop;
}
static FGameplayAttribute GetManaAttribute()
{
static FProperty* Prop = FindFieldChecked<FProperty>( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Mana ) );
return Prop;
}
static FGameplayAttribute GetStrengthAttribute()
{
static FProperty* Prop = FindFieldChecked<FProperty>( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Strength ) );
return Prop;
}
static FGameplayAttribute GetIntelligenceAttribute()
{
static FProperty* Prop = FindFieldChecked<FProperty>( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Intelligence ) );
return Prop;
}
static FGameplayAttribute GetResilienceAttribute()
{
static FProperty* Prop = FindFieldChecked<FProperty>( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Resilience ) );
return Prop;
}
static FGameplayAttribute GetVigorAttribute()
{
static FProperty* Prop = FindFieldChecked<FProperty>( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Vigor ) );
return Prop;
}
static FGameplayAttribute GetMaxHealthAttribute()
{
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static FProperty* Prop = FindFieldChecked<FProperty>( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, MaxHealth ) );
return Prop;
}
static FGameplayAttribute GetMaxManaAttribute()
{
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static FProperty* Prop = FindFieldChecked<FProperty>( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, MaxMana ) );
return Prop;
}
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static FGameplayAttribute GetArmorAttribute()
{
static FProperty* Prop = FindFieldChecked<FProperty>( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Armor ) );
return Prop;
}
static FGameplayAttribute GetArmorPenentrationAttribute()
{
static FProperty* Prop =
FindFieldChecked<FProperty>( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, ArmorPenentration ) );
return Prop;
}
static FGameplayAttribute GetBlockChanceAttribute()
{
static FProperty* Prop = FindFieldChecked<FProperty>( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, BlockChance ) );
return Prop;
}
static FGameplayAttribute GetCriticalHitChanceAttribute()
{
static FProperty* Prop =
FindFieldChecked<FProperty>( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, CriticalHitChance ) );
return Prop;
}
static FGameplayAttribute GetCriticalHitDamageAttribute()
{
static FProperty* Prop =
FindFieldChecked<FProperty>( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, CriticalHitDamage ) );
return Prop;
}
static FGameplayAttribute GetCriticalHitResistanceAttribute()
{
static FProperty* Prop =
FindFieldChecked<FProperty>( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, CriticalHitResistance ) );
return Prop;
}
static FGameplayAttribute GetHealthRegenerationAttribute()
{
static FProperty* Prop =
FindFieldChecked<FProperty>( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, HealthRegeneration ) );
return Prop;
}
static FGameplayAttribute GetManaRegenerationAttribute()
{
static FProperty* Prop =
FindFieldChecked<FProperty>( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, ManaRegeneration ) );
return Prop;
}
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FORCEINLINE float GetHealth() const { return Health.GetCurrentValue(); }
FORCEINLINE float GetMana() const { return Mana.GetCurrentValue(); }
FORCEINLINE float GetStrength() const { return Strength.GetCurrentValue(); }
FORCEINLINE float GetIntelligence() const { return Intelligence.GetCurrentValue(); }
FORCEINLINE float GetResilience() const { return Resilience.GetCurrentValue(); }
FORCEINLINE float GetVigor() const { return Vigor.GetCurrentValue(); }
FORCEINLINE float GetMaxHealth() const { return MaxHealth.GetCurrentValue(); }
FORCEINLINE float GetMaxMana() const { return MaxMana.GetCurrentValue(); }
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FORCEINLINE float GetArmor() const { return Armor.GetCurrentValue(); }
FORCEINLINE float GetArmorPenentration() const { return ArmorPenentration.GetCurrentValue(); }
FORCEINLINE float GetBlockChance() const { return BlockChance.GetCurrentValue(); }
FORCEINLINE float GetCriticalHitChance() const { return CriticalHitChance.GetCurrentValue(); }
FORCEINLINE float GetCriticalHitDamage() const { return CriticalHitDamage.GetCurrentValue(); }
FORCEINLINE float GetCriticalHitResistance() const { return CriticalHitResistance.GetCurrentValue(); }
FORCEINLINE float GetHealthRegeneration() const { return HealthRegeneration.GetCurrentValue(); }
FORCEINLINE float GetManaRegeneration() const { return ManaRegeneration.GetCurrentValue(); }
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#pragma endregion Getters
#pragma region Setters
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FORCEINLINE void SetHealth( float NewVal );
FORCEINLINE void SetMana( float NewVal );
FORCEINLINE void SetStrength( float NewVal );
FORCEINLINE void SetIntelligence( float NewVal );
FORCEINLINE void SetResilience( float NewVal );
FORCEINLINE void SetVigor( float NewVal );
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FORCEINLINE void SetMaxHealth( float NewVal );
FORCEINLINE void SetMaxMana( float NewVal );
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FORCEINLINE void SetArmor( float NewVal );
FORCEINLINE void SetArmorPenentration( float NewVal );
FORCEINLINE void SetBlockChance( float NewVal );
FORCEINLINE void SetCriticalHitChance( float NewVal );
FORCEINLINE void SetCriticalHitDamage( float NewVal );
FORCEINLINE void SetCriticalHitResistance( float NewVal );
FORCEINLINE void SetHealthRegeneration( float NewVal );
FORCEINLINE void SetManaRegeneration( float NewVal );
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#pragma endregion Setters
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#pragma region AttributeSet
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void
PreAttributeChange( const FGameplayAttribute& Attribute, float& NewValue ) override;
void PostGameplayEffectExecute( FGameplayEffectModCallbackData const& Data ) override;
#pragma endregion AttributeSet
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#pragma region UObject
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void
GetLifetimeReplicatedProps( TArray<FLifetimeProperty>& OutLifetimeProps ) const override;
#pragma endregion UObject
};