64. Properly Clamping Attributes
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@ -6,6 +6,7 @@
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#include "AbilitySystemComponent.h"
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#include "Net/UnrealNetwork.h"
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#include "Networking/GasaNetLibrary.h"
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#include "GameplayEffectExtension.h"
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UGasaAttributeSet::UGasaAttributeSet()
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{
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@ -47,6 +48,23 @@ void UGasaAttributeSet::PostGameplayEffectExecute( FGameplayEffectModCallbackDat
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Super::PostGameplayEffectExecute( Data );
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FEffectProperties Props;
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Props.Populate( Data );
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if ( Data.EvaluatedData.Attribute == GetHealthAttribute() )
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{
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SetHealth( FMath::Clamp( GetHealth(), 0, GetMaxHealth() ) );
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}
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if ( Data.EvaluatedData.Attribute == GetMaxHealthAttribute() )
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{
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SetMaxHealth( FMath::Clamp( GetMaxHealth(), 0, 99999.000000 ) );
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}
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if ( Data.EvaluatedData.Attribute == GetManaAttribute() )
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{
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SetMana( FMath::Clamp( GetMana(), 0, GetMaxMana() ) );
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}
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if ( Data.EvaluatedData.Attribute == GetMaxManaAttribute() )
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{
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SetMaxMana( FMath::Clamp( GetMaxMana(), 0, 99999.000000 ) );
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}
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}
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void UGasaAttributeSet::PreAttributeChange( FGameplayAttribute const& Attribute, float& NewValue )
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@ -109,12 +109,12 @@ void UGlobeProgressBar::SetPercentage(float CurrentValue, float MaxValue)
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UWorld* World = GetWorld();
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FTimerManager& TM = World->GetTimerManager();
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if ( CurrentValueClamped < PreviousValue )
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if ( CurrentValueClamped <= PreviousValue )
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{
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// Timer will auto-clear previous set delay
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TM.SetTimer( GhostPercentChangeTimer, this, & UGlobeProgressBar::GhostPercentUpdateViaTimer, GhostPercentChangeDelay );
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}
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else
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else if ( Bar->GetPercent() >= GhostBar->GetPercent() )
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{
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if ( TM.TimerExists( GhostPercentChangeTimer ))
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TM.ClearTimer( GhostPercentChangeTimer );
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@ -179,7 +179,7 @@ void UGlobeProgressBar::NativeTick(const FGeometry& MyGeometry, float InDeltaTim
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FTimerManager& TM = World->GetTimerManager();
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// Ghost Percent Interpolation
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if ( ! TM.TimerExists( GhostPercentChangeTimer ))
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if ( ! TM.TimerExists( GhostPercentChangeTimer ) )
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{
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float NextPercent = FMath::FInterpTo( GhostBar->GetPercent(), GhostTargetPercent, InDeltaTime, GhostPercentInterpolationSpeed );
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GhostBar->SetPercent( NextPercent );
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@ -175,6 +175,7 @@ void gen_UGasaAttributeSet()
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source.print( def_include( txt("AbilitySystemComponent.h")));
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source.print( def_include( txt("Net/UnrealNetwork.h")));
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source.print( def_include( txt("Networking/GasaNetLibrary.h")));
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source.print( def_include( txt("GameplayEffectExtension.h")));
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{
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CodeBody body = def_body( CodeT::Global_Body );
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body.append(fmt_newline);
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@ -192,22 +193,17 @@ void gen_UGasaAttributeSet()
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impl_attribute_fields( body, class_name, attribute_fields);
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Code PostGameplayEffectExecute = parse_function( code(
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void UGasaAttributeSet::PostGameplayEffectExecute(FGameplayEffectModCallbackData const& Data)
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{
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Super::PostGameplayEffectExecute(Data);
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FEffectProperties Props;
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Props.Populate(Data);
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}
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));
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body.append(PostGameplayEffectExecute);
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body.append(fmt_newline);
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CodeFn PostGameplayEffectExecute;
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CodeFn PreAttributeChange;
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{
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CodeBody attribute_clamps = def_body( CodeT::Function_Body );
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attribute_clamps.append(fmt_newline);
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attribute_clamps.append(fmt_newline);
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CodeBody pre_attribute_clamps = def_body( CodeT::Function_Body );
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pre_attribute_clamps.append(fmt_newline);
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pre_attribute_clamps.append(fmt_newline);
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CodeBody post_attribute_clamps = def_body( CodeT::Function_Body );
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post_attribute_clamps.append(fmt_newline);
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post_attribute_clamps.append(fmt_newline);
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for (GAS_AttributeEntry field : attribute_fields)
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{
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String clamp_min;
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@ -222,7 +218,7 @@ void gen_UGasaAttributeSet()
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else
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clamp_max = String::fmt_buf(GlobalAllocator, "%f", field.Max);
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attribute_clamps.append( code_fmt(
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pre_attribute_clamps.append( code_fmt(
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"field", (StrC)field.Name,
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"clamp_min", (StrC)clamp_min,
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"clamp_max", (StrC)clamp_max,
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@ -232,17 +228,44 @@ void gen_UGasaAttributeSet()
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NewValue = FMath::Clamp(NewValue, <clamp_min>, <clamp_max>);
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}
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)));
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post_attribute_clamps.append( code_fmt(
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"field", (StrC)field.Name,
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"clamp_min", (StrC)clamp_min,
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"clamp_max", (StrC)clamp_max,
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stringize(
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if ( Data.EvaluatedData.Attribute == Get<field>Attribute() )
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{
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Set<field>(FMath::Clamp(Get<field>(), <clamp_min>, <clamp_max> ));
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}
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)));
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}
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attribute_clamps.append(fmt_newline);
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attribute_clamps.append(fmt_newline);
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PreAttributeChange = parse_function( token_fmt( "attribute_clamps", (StrC)attribute_clamps.to_string(), stringize(
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pre_attribute_clamps.append(fmt_newline);
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pre_attribute_clamps.append(fmt_newline);
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PreAttributeChange = parse_function( token_fmt( "attribute_clamps", (StrC)pre_attribute_clamps.to_string(), stringize(
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void UGasaAttributeSet::PreAttributeChange(const FGameplayAttribute& Attribute, float& NewValue)
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{
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Super::PreAttributeChange(Attribute, NewValue);
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<attribute_clamps>
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}
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)));
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post_attribute_clamps.append(fmt_newline);
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post_attribute_clamps.append(fmt_newline);
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PostGameplayEffectExecute = parse_function( token_fmt( "attribute_clamps", (StrC)post_attribute_clamps.to_string(), stringize(
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void UGasaAttributeSet::PostGameplayEffectExecute(FGameplayEffectModCallbackData const& Data)
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{
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Super::PostGameplayEffectExecute(Data);
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FEffectProperties Props;
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Props.Populate(Data);
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<attribute_clamps>
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}
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)));
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}
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body.append(PostGameplayEffectExecute);
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body.append(fmt_newline);
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body.append(PreAttributeChange);
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body.append(fmt_newline);
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