31. Aura HUD (plus other stuff)

- Enabled a few more plugins
- Added clang formatting straight from the GasaGen cpp.
- Setup auto-generation of the DevOptionsCache
- Messed around with generating widgettree hiearchy from template widget
This commit is contained in:
2024-04-21 09:51:51 -04:00
parent 466adc5bd9
commit 6765478a9d
64 changed files with 2757 additions and 1551 deletions

View File

@ -33,9 +33,10 @@ void UGasaAttributeSet::Client_OnRep_MaxMana( FGameplayAttributeData& PrevMaxMan
GAMEPLAYATTRIBUTE_REPNOTIFY( UGasaAttributeSet, MaxMana, PrevMaxMana )
}
void UGasaAttributeSet::GetLifetimeReplicatedProps( TArray< FLifetimeProperty >& OutLifetimeProps ) const
void UGasaAttributeSet::GetLifetimeReplicatedProps( TArray<FLifetimeProperty>& OutLifetimeProps ) const
{
Super::GetLifetimeReplicatedProps( OutLifetimeProps );
DOREPLIFETIME_DEFAULT_GAS( UGasaAttributeSet, Health );
DOREPLIFETIME_DEFAULT_GAS( UGasaAttributeSet, MaxHealth );
DOREPLIFETIME_DEFAULT_GAS( UGasaAttributeSet, Mana );

View File

@ -4,7 +4,8 @@
#include "AbilitySystemComponent.h"
#include "GasaAttributeSet.generated.h"
UCLASS() class GASA_API UGasaAttributeSet : public UAttributeSet
UCLASS()
class GASA_API UGasaAttributeSet : public UAttributeSet
{
GENERATED_BODY()
public:
@ -21,6 +22,7 @@ public:
FGameplayAttributeData MaxMana;
UGasaAttributeSet();
UFUNCTION()
void Client_OnRep_Health( FGameplayAttributeData& PrevHealth );
UFUNCTION()
@ -31,55 +33,35 @@ public:
void Client_OnRep_MaxMana( FGameplayAttributeData& PrevMaxMana );
#pragma region Getters
static FGameplayAttribute GetHealthAttribute()
{
static FProperty* Prop = FindFieldChecked< FProperty >( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Health ) );
static FProperty* Prop = FindFieldChecked<FProperty>( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Health ) );
return Prop;
}
static FGameplayAttribute GetMaxHealthAttribute()
{
static FProperty* Prop = FindFieldChecked< FProperty >( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, MaxHealth ) );
static FProperty* Prop = FindFieldChecked<FProperty>( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, MaxHealth ) );
return Prop;
}
static FGameplayAttribute GetManaAttribute()
{
static FProperty* Prop = FindFieldChecked< FProperty >( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Mana ) );
static FProperty* Prop = FindFieldChecked<FProperty>( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Mana ) );
return Prop;
}
static FGameplayAttribute GetMaxManaAttribute()
{
static FProperty* Prop = FindFieldChecked< FProperty >( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, MaxMana ) );
static FProperty* Prop = FindFieldChecked<FProperty>( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, MaxMana ) );
return Prop;
}
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();
}
#pragma endregion Getters
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(); }
#pragma endregion Getters
#pragma region Setters
FORCEINLINE void SetHealth( float NewVal )
FORCEINLINE void
SetHealth( float NewVal )
{
UAbilitySystemComponent* AbilityComp = GetOwningAbilitySystemComponent();
if ( ensure( AbilityComp ) )
@ -87,7 +69,6 @@ public:
AbilityComp->SetNumericAttributeBase( GetHealthAttribute(), NewVal );
};
}
FORCEINLINE void SetMaxHealth( float NewVal )
{
UAbilitySystemComponent* AbilityComp = GetOwningAbilitySystemComponent();
@ -96,7 +77,6 @@ public:
AbilityComp->SetNumericAttributeBase( GetMaxHealthAttribute(), NewVal );
};
}
FORCEINLINE void SetMana( float NewVal )
{
UAbilitySystemComponent* AbilityComp = GetOwningAbilitySystemComponent();
@ -105,7 +85,6 @@ public:
AbilityComp->SetNumericAttributeBase( GetManaAttribute(), NewVal );
};
}
FORCEINLINE void SetMaxMana( float NewVal )
{
UAbilitySystemComponent* AbilityComp = GetOwningAbilitySystemComponent();
@ -114,44 +93,39 @@ public:
AbilityComp->SetNumericAttributeBase( GetMaxManaAttribute(), NewVal );
};
}
FORCEINLINE void InitHealth( float NewVal )
{
Health.SetBaseValue( NewVal );
Health.SetCurrentValue( NewVal );
}
FORCEINLINE void InitMaxHealth( float NewVal )
{
MaxHealth.SetBaseValue( NewVal );
MaxHealth.SetCurrentValue( NewVal );
}
FORCEINLINE void InitMana( float NewVal )
{
Mana.SetBaseValue( NewVal );
Mana.SetCurrentValue( NewVal );
}
FORCEINLINE void InitMaxMana( float NewVal )
{
MaxMana.SetBaseValue( NewVal );
MaxMana.SetCurrentValue( NewVal );
}
#pragma endregion Setters
#pragma endregion Setters
#pragma region UObject
void GetLifetimeReplicatedProps( TArray< FLifetimeProperty >& OutLifetimeProps ) const override;
void
GetLifetimeReplicatedProps( TArray<FLifetimeProperty>& OutLifetimeProps ) const override;
#pragma endregion UObject
};
namespace Gasa
{
inline UGasaAttributeSet const* GetAttributeSet( UAbilitySystemComponent* ASC )
{
return Cast< UGasaAttributeSet >( ASC->GetAttributeSet( UGasaAttributeSet::StaticClass() ) );
return Cast<UGasaAttributeSet>( ASC->GetAttributeSet( UGasaAttributeSet::StaticClass() ) );
}
}