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

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// Generated by GasaGen/GasaGen_UGasaAttributeSet.cpp
#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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UPROPERTY( ReplicatedUsing = Client_OnRep_Health, EditAnywhere, BlueprintReadWrite, Category = "Attributes" )
FGameplayAttributeData Health;
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UPROPERTY( ReplicatedUsing = Client_OnRep_MaxHealth, EditAnywhere, BlueprintReadWrite, Category = "Attributes" )
FGameplayAttributeData MaxHealth;
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UPROPERTY( ReplicatedUsing = Client_OnRep_Mana, EditAnywhere, BlueprintReadWrite, Category = "Attributes" )
FGameplayAttributeData Mana;
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UPROPERTY( ReplicatedUsing = Client_OnRep_MaxMana, EditAnywhere, BlueprintReadWrite, Category = "Attributes" )
FGameplayAttributeData MaxMana;
UFUNCTION()
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void Client_OnRep_Health( FGameplayAttributeData& PrevHealth );
UFUNCTION()
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void Client_OnRep_MaxHealth( FGameplayAttributeData& PrevMaxHealth );
UFUNCTION()
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void Client_OnRep_Mana( FGameplayAttributeData& PrevMana );
UFUNCTION()
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void Client_OnRep_MaxMana( FGameplayAttributeData& PrevMaxMana );
#pragma region Getters
static FGameplayAttribute GetHealthAttribute()
{
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static FProperty* Prop = FindFieldChecked<FProperty>( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Health ) );
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 GetManaAttribute()
{
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static FProperty* Prop = FindFieldChecked<FProperty>( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Mana ) );
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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FORCEINLINE float GetHealth() const { return Health.GetCurrentValue(); }
FORCEINLINE float GetMaxHealth() const { return MaxHealth.GetCurrentValue(); }
FORCEINLINE float GetMana() const { return Mana.GetCurrentValue(); }
FORCEINLINE float GetMaxMana() const { return MaxMana.GetCurrentValue(); }
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#pragma endregion Getters
#pragma region Setters
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FORCEINLINE void
SetHealth( float NewVal );
FORCEINLINE void SetMaxHealth( float NewVal );
FORCEINLINE void SetMana( float NewVal );
FORCEINLINE void SetMaxMana( float NewVal );
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FORCEINLINE void InitHealth( float NewVal )
{
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Health.SetBaseValue( NewVal );
Health.SetCurrentValue( NewVal );
}
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FORCEINLINE void InitMaxHealth( float NewVal )
{
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MaxHealth.SetBaseValue( NewVal );
MaxHealth.SetCurrentValue( NewVal );
}
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FORCEINLINE void InitMana( float NewVal )
{
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Mana.SetBaseValue( NewVal );
Mana.SetCurrentValue( NewVal );
}
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FORCEINLINE void InitMaxMana( float NewVal )
{
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MaxMana.SetBaseValue( NewVal );
MaxMana.SetCurrentValue( 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
};