64. Properly Clamping Attributes
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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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