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

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// Generated by GasaGen/GasaGen_UGasaAttributeSet.cpp
#include "GasaAttributeSet.h"
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#include "GasaAttributeSet_Inlines.h"
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#include "EffectProperties.h"
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#include "AbilitySystemComponent.h"
#include "Net/UnrealNetwork.h"
#include "Networking/GasaNetLibrary.h"
UGasaAttributeSet::UGasaAttributeSet()
{
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InitHealth(100.f);
InitMaxHealth(100.f);
InitMana(50.f);
InitMaxMana(50.f);
}
#pragma region Rep Notifies
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void UGasaAttributeSet::Client_OnRep_Health(FGameplayAttributeData& PrevHealth)
{
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// From GAMEPLAYATTRIBUTE_REPNOTIFY
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static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>(StaticClass(), GET_MEMBER_NAME_CHECKED(UGasaAttributeSet, Health));
GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication(FGameplayAttribute(UGasaAttributeSetProperty), Health, PrevHealth);
}
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void UGasaAttributeSet::Client_OnRep_MaxHealth(FGameplayAttributeData& PrevMaxHealth)
{
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// From GAMEPLAYATTRIBUTE_REPNOTIFY
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static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>(StaticClass(), GET_MEMBER_NAME_CHECKED(UGasaAttributeSet, MaxHealth));
GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication(FGameplayAttribute(UGasaAttributeSetProperty), MaxHealth,
PrevMaxHealth);
}
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void UGasaAttributeSet::Client_OnRep_Mana(FGameplayAttributeData& PrevMana)
{
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// From GAMEPLAYATTRIBUTE_REPNOTIFY
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static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>(StaticClass(), GET_MEMBER_NAME_CHECKED(UGasaAttributeSet, Mana));
GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication(FGameplayAttribute(UGasaAttributeSetProperty), Mana, PrevMana);
}
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void UGasaAttributeSet::Client_OnRep_MaxMana(FGameplayAttributeData& PrevMaxMana)
{
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// From GAMEPLAYATTRIBUTE_REPNOTIFY
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static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>(StaticClass(), GET_MEMBER_NAME_CHECKED(UGasaAttributeSet, MaxMana));
GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication(FGameplayAttribute(UGasaAttributeSetProperty), MaxMana,
PrevMaxMana);
}
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#pragma endregion Rep Notifies
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void UGasaAttributeSet::PostGameplayEffectExecute(FGameplayEffectModCallbackData const& Data)
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{
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Super::PostGameplayEffectExecute(Data);
FEffectProperties Props;
Props.Populate(Data);
}
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void UGasaAttributeSet::PreAttributeChange(FGameplayAttribute const& Attribute, float& NewValue)
{
Super::PreAttributeChange(Attribute, NewValue);
if (Attribute == GetHealthAttribute())
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{
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NewValue = FMath::Clamp(NewValue, 0, GetMaxHealth());
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}
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if (Attribute == GetMaxHealthAttribute())
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{
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NewValue = FMath::Clamp(NewValue, 0, 99999.000000);
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}
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if (Attribute == GetManaAttribute())
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{
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NewValue = FMath::Clamp(NewValue, 0, GetMaxMana());
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}
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if (Attribute == GetMaxManaAttribute())
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{
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NewValue = FMath::Clamp(NewValue, 0, 99999.000000);
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}
}
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void UGasaAttributeSet::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME_DEFAULT_GAS(UGasaAttributeSet, Health);
DOREPLIFETIME_DEFAULT_GAS(UGasaAttributeSet, MaxHealth);
DOREPLIFETIME_DEFAULT_GAS(UGasaAttributeSet, Mana);
DOREPLIFETIME_DEFAULT_GAS(UGasaAttributeSet, MaxMana);
}