64. Properly Clamping Attributes

This commit is contained in:
Edward R. Gonzalez 2024-10-19 22:34:51 -04:00
parent 3a3f0c0271
commit 067c2f03c5
3 changed files with 62 additions and 21 deletions

View File

@ -6,6 +6,7 @@
#include "AbilitySystemComponent.h"
#include "Net/UnrealNetwork.h"
#include "Networking/GasaNetLibrary.h"
#include "GameplayEffectExtension.h"
UGasaAttributeSet::UGasaAttributeSet()
{
@ -47,6 +48,23 @@ void UGasaAttributeSet::PostGameplayEffectExecute( FGameplayEffectModCallbackDat
Super::PostGameplayEffectExecute( Data );
FEffectProperties Props;
Props.Populate( Data );
if ( Data.EvaluatedData.Attribute == GetHealthAttribute() )
{
SetHealth( FMath::Clamp( GetHealth(), 0, GetMaxHealth() ) );
}
if ( Data.EvaluatedData.Attribute == GetMaxHealthAttribute() )
{
SetMaxHealth( FMath::Clamp( GetMaxHealth(), 0, 99999.000000 ) );
}
if ( Data.EvaluatedData.Attribute == GetManaAttribute() )
{
SetMana( FMath::Clamp( GetMana(), 0, GetMaxMana() ) );
}
if ( Data.EvaluatedData.Attribute == GetMaxManaAttribute() )
{
SetMaxMana( FMath::Clamp( GetMaxMana(), 0, 99999.000000 ) );
}
}
void UGasaAttributeSet::PreAttributeChange( FGameplayAttribute const& Attribute, float& NewValue )

View File

@ -109,12 +109,12 @@ void UGlobeProgressBar::SetPercentage(float CurrentValue, float MaxValue)
UWorld* World = GetWorld();
FTimerManager& TM = World->GetTimerManager();
if ( CurrentValueClamped < PreviousValue )
if ( CurrentValueClamped <= PreviousValue )
{
// Timer will auto-clear previous set delay
TM.SetTimer( GhostPercentChangeTimer, this, & UGlobeProgressBar::GhostPercentUpdateViaTimer, GhostPercentChangeDelay );
}
else
else if ( Bar->GetPercent() >= GhostBar->GetPercent() )
{
if ( TM.TimerExists( GhostPercentChangeTimer ))
TM.ClearTimer( GhostPercentChangeTimer );
@ -179,7 +179,7 @@ void UGlobeProgressBar::NativeTick(const FGeometry& MyGeometry, float InDeltaTim
FTimerManager& TM = World->GetTimerManager();
// Ghost Percent Interpolation
if ( ! TM.TimerExists( GhostPercentChangeTimer ))
if ( ! TM.TimerExists( GhostPercentChangeTimer ) )
{
float NextPercent = FMath::FInterpTo( GhostBar->GetPercent(), GhostTargetPercent, InDeltaTime, GhostPercentInterpolationSpeed );
GhostBar->SetPercent( NextPercent );

View File

@ -175,6 +175,7 @@ void gen_UGasaAttributeSet()
source.print( def_include( txt("AbilitySystemComponent.h")));
source.print( def_include( txt("Net/UnrealNetwork.h")));
source.print( def_include( txt("Networking/GasaNetLibrary.h")));
source.print( def_include( txt("GameplayEffectExtension.h")));
{
CodeBody body = def_body( CodeT::Global_Body );
body.append(fmt_newline);
@ -192,22 +193,17 @@ void gen_UGasaAttributeSet()
impl_attribute_fields( body, class_name, attribute_fields);
Code PostGameplayEffectExecute = parse_function( code(
void UGasaAttributeSet::PostGameplayEffectExecute(FGameplayEffectModCallbackData const& Data)
{
Super::PostGameplayEffectExecute(Data);
FEffectProperties Props;
Props.Populate(Data);
}
));
body.append(PostGameplayEffectExecute);
body.append(fmt_newline);
CodeFn PostGameplayEffectExecute;
CodeFn PreAttributeChange;
{
CodeBody attribute_clamps = def_body( CodeT::Function_Body );
attribute_clamps.append(fmt_newline);
attribute_clamps.append(fmt_newline);
CodeBody pre_attribute_clamps = def_body( CodeT::Function_Body );
pre_attribute_clamps.append(fmt_newline);
pre_attribute_clamps.append(fmt_newline);
CodeBody post_attribute_clamps = def_body( CodeT::Function_Body );
post_attribute_clamps.append(fmt_newline);
post_attribute_clamps.append(fmt_newline);
for (GAS_AttributeEntry field : attribute_fields)
{
String clamp_min;
@ -222,7 +218,7 @@ void gen_UGasaAttributeSet()
else
clamp_max = String::fmt_buf(GlobalAllocator, "%f", field.Max);
attribute_clamps.append( code_fmt(
pre_attribute_clamps.append( code_fmt(
"field", (StrC)field.Name,
"clamp_min", (StrC)clamp_min,
"clamp_max", (StrC)clamp_max,
@ -232,17 +228,44 @@ void gen_UGasaAttributeSet()
NewValue = FMath::Clamp(NewValue, <clamp_min>, <clamp_max>);
}
)));
post_attribute_clamps.append( code_fmt(
"field", (StrC)field.Name,
"clamp_min", (StrC)clamp_min,
"clamp_max", (StrC)clamp_max,
stringize(
if ( Data.EvaluatedData.Attribute == Get<field>Attribute() )
{
Set<field>(FMath::Clamp(Get<field>(), <clamp_min>, <clamp_max> ));
}
)));
}
attribute_clamps.append(fmt_newline);
attribute_clamps.append(fmt_newline);
PreAttributeChange = parse_function( token_fmt( "attribute_clamps", (StrC)attribute_clamps.to_string(), stringize(
pre_attribute_clamps.append(fmt_newline);
pre_attribute_clamps.append(fmt_newline);
PreAttributeChange = parse_function( token_fmt( "attribute_clamps", (StrC)pre_attribute_clamps.to_string(), stringize(
void UGasaAttributeSet::PreAttributeChange(const FGameplayAttribute& Attribute, float& NewValue)
{
Super::PreAttributeChange(Attribute, NewValue);
<attribute_clamps>
}
)));
post_attribute_clamps.append(fmt_newline);
post_attribute_clamps.append(fmt_newline);
PostGameplayEffectExecute = parse_function( token_fmt( "attribute_clamps", (StrC)post_attribute_clamps.to_string(), stringize(
void UGasaAttributeSet::PostGameplayEffectExecute(FGameplayEffectModCallbackData const& Data)
{
Super::PostGameplayEffectExecute(Data);
FEffectProperties Props;
Props.Populate(Data);
<attribute_clamps>
}
)));
}
body.append(PostGameplayEffectExecute);
body.append(fmt_newline);
body.append(PreAttributeChange);
body.append(fmt_newline);