Fixes for GasaGen_AttributeSets

This commit is contained in:
2024-10-22 13:25:27 -04:00
parent 8ba9170794
commit 7f7a041978
6 changed files with 137 additions and 134 deletions

View File

@ -13,14 +13,14 @@ struct GASA_API FAttributeSetField : public FTableRowBase
FAttributeSetField()
: Name("Provide_Name")
, Category("Optional Category")
, Category("Provide Category")
, Description("Provide Description")
, BaseValue(0)
, bUseMinAttribute(false)
, bUseMaxAttribute(false)
, MinAttribute("Attribute behaving has minimum value")
, MinAttribute("")
, MinValue(0)
, MaxAttribute("Attribute behaving has maximum value")
, MaxAttribute("")
, MaxValue(0)
{}
virtual ~FAttributeSetField()
@ -48,13 +48,13 @@ struct GASA_API FAttributeSetField : public FTableRowBase
bool bUseMaxAttribute;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gameplay Attribute", meta =( EditCondition="bUseMinAttribute", EditConditionHides))
FString MinAttribute;
FName MinAttribute;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gameplay Attribute", meta =( EditCondition="bUseMinAttribute==false", EditConditionHides))
float MinValue;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gameplay Attribute", meta =( EditCondition="bUseMaxAttribute", EditConditionHides))
FString MaxAttribute;
FName MaxAttribute;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gameplay Attribute", meta =( EditCondition="bUseMaxAttribute==false", EditConditionHides))
float MaxValue;

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@ -1,4 +1,4 @@
// Generated by GasaGen/GasaGen_UGasaAttributeSet.cpp
// Generated by GasaEditor/GasaGen/GasaGen_AttributeSets.cpp
#include "GasaAttributeSet.h"
#include "GasaAttributeSet_Inlines.h"
#include "EffectProperties.h"
@ -8,15 +8,21 @@
#include "Networking/GasaNetLibrary.h"
#include "GameplayEffectExtension.h"
UGasaAttributeSet::UGasaAttributeSet()
{
InitHealth( 100.f );
InitMaxHealth( 100.f );
InitMana( 50.f );
InitMaxMana( 50.f );
}
UGasaAttributeSet::UGasaAttributeSet() {}
#pragma region Rep Notifies
void UGasaAttributeSet::Client_OnRep_Health( FGameplayAttributeData& PrevHealth )
{
// From GAMEPLAYATTRIBUTE_REPNOTIFY
static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Health ) );
GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication( FGameplayAttribute( UGasaAttributeSetProperty ), Health, PrevHealth );
}
void UGasaAttributeSet::Client_OnRep_Mana( FGameplayAttributeData& PrevMana )
{
// From GAMEPLAYATTRIBUTE_REPNOTIFY
static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Mana ) );
GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication( FGameplayAttribute( UGasaAttributeSetProperty ), Mana, PrevMana );
}
void UGasaAttributeSet::Client_OnRep_Strength( FGameplayAttributeData& PrevStrength )
{
// From GAMEPLAYATTRIBUTE_REPNOTIFY
@ -45,24 +51,12 @@ void UGasaAttributeSet::Client_OnRep_Vigor( FGameplayAttributeData& PrevVigor )
static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Vigor ) );
GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication( FGameplayAttribute( UGasaAttributeSetProperty ), Vigor, PrevVigor );
}
void UGasaAttributeSet::Client_OnRep_Health( FGameplayAttributeData& PrevHealth )
{
// From GAMEPLAYATTRIBUTE_REPNOTIFY
static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Health ) );
GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication( FGameplayAttribute( UGasaAttributeSetProperty ), Health, PrevHealth );
}
void UGasaAttributeSet::Client_OnRep_MaxHealth( FGameplayAttributeData& PrevMaxHealth )
{
// From GAMEPLAYATTRIBUTE_REPNOTIFY
static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, MaxHealth ) );
GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication( FGameplayAttribute( UGasaAttributeSetProperty ), MaxHealth, PrevMaxHealth );
}
void UGasaAttributeSet::Client_OnRep_Mana( FGameplayAttributeData& PrevMana )
{
// From GAMEPLAYATTRIBUTE_REPNOTIFY
static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Mana ) );
GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication( FGameplayAttribute( UGasaAttributeSetProperty ), Mana, PrevMana );
}
void UGasaAttributeSet::Client_OnRep_MaxMana( FGameplayAttributeData& PrevMaxMana )
{
// From GAMEPLAYATTRIBUTE_REPNOTIFY
@ -77,6 +71,14 @@ void UGasaAttributeSet::PostGameplayEffectExecute( FGameplayEffectModCallbackDat
FEffectProperties Props;
Props.Populate( Data );
if ( Data.EvaluatedData.Attribute == GetHealthAttribute() )
{
SetHealth( FMath::Clamp( GetHealth(), 0, GetMaxHealth() ) );
}
if ( Data.EvaluatedData.Attribute == GetManaAttribute() )
{
SetMana( FMath::Clamp( GetMana(), 0, GetMaxMana() ) );
}
if ( Data.EvaluatedData.Attribute == GetStrengthAttribute() )
{
SetStrength( FMath::Clamp( GetStrength(), 0, 999.000000 ) );
@ -93,18 +95,10 @@ void UGasaAttributeSet::PostGameplayEffectExecute( FGameplayEffectModCallbackDat
{
SetVigor( FMath::Clamp( GetVigor(), 0, 999.000000 ) );
}
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 ) );
@ -115,6 +109,14 @@ void UGasaAttributeSet::PreAttributeChange( FGameplayAttribute const& Attribute,
{
Super::PreAttributeChange( Attribute, NewValue );
if ( Attribute == GetHealthAttribute() )
{
NewValue = FMath::Clamp( NewValue, 0, GetMaxHealth() );
}
if ( Attribute == GetManaAttribute() )
{
NewValue = FMath::Clamp( NewValue, 0, GetMaxMana() );
}
if ( Attribute == GetStrengthAttribute() )
{
NewValue = FMath::Clamp( NewValue, 0, 999.000000 );
@ -131,18 +133,10 @@ void UGasaAttributeSet::PreAttributeChange( FGameplayAttribute const& Attribute,
{
NewValue = FMath::Clamp( NewValue, 0, 999.000000 );
}
if ( Attribute == GetHealthAttribute() )
{
NewValue = FMath::Clamp( NewValue, 0, GetMaxHealth() );
}
if ( Attribute == GetMaxHealthAttribute() )
{
NewValue = FMath::Clamp( NewValue, 0, 99999.000000 );
}
if ( Attribute == GetManaAttribute() )
{
NewValue = FMath::Clamp( NewValue, 0, GetMaxMana() );
}
if ( Attribute == GetMaxManaAttribute() )
{
NewValue = FMath::Clamp( NewValue, 0, 99999.000000 );
@ -153,12 +147,12 @@ void UGasaAttributeSet::GetLifetimeReplicatedProps( TArray<FLifetimeProperty>& O
{
Super::GetLifetimeReplicatedProps( OutLifetimeProps );
DOREPLIFETIME_DEFAULT_GAS( UGasaAttributeSet, Health );
DOREPLIFETIME_DEFAULT_GAS( UGasaAttributeSet, Mana );
DOREPLIFETIME_DEFAULT_GAS( UGasaAttributeSet, Strength );
DOREPLIFETIME_DEFAULT_GAS( UGasaAttributeSet, Intelligence );
DOREPLIFETIME_DEFAULT_GAS( UGasaAttributeSet, Resilience );
DOREPLIFETIME_DEFAULT_GAS( UGasaAttributeSet, Vigor );
DOREPLIFETIME_DEFAULT_GAS( UGasaAttributeSet, Health );
DOREPLIFETIME_DEFAULT_GAS( UGasaAttributeSet, MaxHealth );
DOREPLIFETIME_DEFAULT_GAS( UGasaAttributeSet, Mana );
DOREPLIFETIME_DEFAULT_GAS( UGasaAttributeSet, MaxMana );
}

View File

@ -1,4 +1,4 @@
// Generated by GasaGen/GasaGen_UGasaAttributeSet.cpp
// Generated by GasaEditor/GasaGen/GasaGen_AttributeSets.cpp
#pragma once
#include "AttributeSet.h"
@ -11,28 +11,36 @@ class GASA_API UGasaAttributeSet : public UAttributeSet
public:
UGasaAttributeSet();
// Primary Attribute Fields
// Vital Attributes
UPROPERTY( ReplicatedUsing = Client_OnRep_Strength, EditAnywhere, BlueprintReadWrite, Category = "Attributes" )
UPROPERTY( ReplicatedUsing = Client_OnRep_Health, EditAnywhere, BlueprintReadWrite, Category = "Attributes|Vital" )
FGameplayAttributeData Health;
UPROPERTY( ReplicatedUsing = Client_OnRep_Mana, EditAnywhere, BlueprintReadWrite, Category = "Attributes|Vital" )
FGameplayAttributeData Mana;
// Primary Attributes
UPROPERTY( ReplicatedUsing = Client_OnRep_Strength, EditAnywhere, BlueprintReadWrite, Category = "Attributes|Primary" )
FGameplayAttributeData Strength;
UPROPERTY( ReplicatedUsing = Client_OnRep_Intelligence, EditAnywhere, BlueprintReadWrite, Category = "Attributes" )
UPROPERTY( ReplicatedUsing = Client_OnRep_Intelligence, EditAnywhere, BlueprintReadWrite, Category = "Attributes|Primary" )
FGameplayAttributeData Intelligence;
UPROPERTY( ReplicatedUsing = Client_OnRep_Resilience, EditAnywhere, BlueprintReadWrite, Category = "Attributes" )
UPROPERTY( ReplicatedUsing = Client_OnRep_Resilience, EditAnywhere, BlueprintReadWrite, Category = "Attributes|Primary" )
FGameplayAttributeData Resilience;
UPROPERTY( ReplicatedUsing = Client_OnRep_Vigor, EditAnywhere, BlueprintReadWrite, Category = "Attributes" )
UPROPERTY( ReplicatedUsing = Client_OnRep_Vigor, EditAnywhere, BlueprintReadWrite, Category = "Attributes|Primary" )
FGameplayAttributeData Vigor;
// Vital Attribute Fields
// Secondary Attributes
UPROPERTY( ReplicatedUsing = Client_OnRep_Health, EditAnywhere, BlueprintReadWrite, Category = "Attributes" )
FGameplayAttributeData Health;
UPROPERTY( ReplicatedUsing = Client_OnRep_MaxHealth, EditAnywhere, BlueprintReadWrite, Category = "Attributes" )
UPROPERTY( ReplicatedUsing = Client_OnRep_MaxHealth, EditAnywhere, BlueprintReadWrite, Category = "Attributes|Secondary" )
FGameplayAttributeData MaxHealth;
UPROPERTY( ReplicatedUsing = Client_OnRep_Mana, EditAnywhere, BlueprintReadWrite, Category = "Attributes" )
FGameplayAttributeData Mana;
UPROPERTY( ReplicatedUsing = Client_OnRep_MaxMana, EditAnywhere, BlueprintReadWrite, Category = "Attributes" )
UPROPERTY( ReplicatedUsing = Client_OnRep_MaxMana, EditAnywhere, BlueprintReadWrite, Category = "Attributes|Secondary" )
FGameplayAttributeData MaxMana;
UFUNCTION()
void Client_OnRep_Health( FGameplayAttributeData& PrevHealth );
UFUNCTION()
void Client_OnRep_Mana( FGameplayAttributeData& PrevMana );
UFUNCTION()
void Client_OnRep_Strength( FGameplayAttributeData& PrevStrength );
UFUNCTION()
@ -42,15 +50,21 @@ public:
UFUNCTION()
void Client_OnRep_Vigor( FGameplayAttributeData& PrevVigor );
UFUNCTION()
void Client_OnRep_Health( FGameplayAttributeData& PrevHealth );
UFUNCTION()
void Client_OnRep_MaxHealth( FGameplayAttributeData& PrevMaxHealth );
UFUNCTION()
void Client_OnRep_Mana( FGameplayAttributeData& PrevMana );
UFUNCTION()
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 ) );
return Prop;
}
static FGameplayAttribute GetManaAttribute()
{
static FProperty* Prop = FindFieldChecked<FProperty>( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Mana ) );
return Prop;
}
static FGameplayAttribute GetStrengthAttribute()
{
static FProperty* Prop = FindFieldChecked<FProperty>( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Strength ) );
@ -71,48 +85,47 @@ public:
static FProperty* Prop = FindFieldChecked<FProperty>( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Vigor ) );
return Prop;
}
static FGameplayAttribute GetHealthAttribute()
{
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 ) );
return Prop;
}
static FGameplayAttribute GetManaAttribute()
{
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 ) );
return Prop;
}
FORCEINLINE float GetHealth() const { return Health.GetCurrentValue(); }
FORCEINLINE float GetMana() const { return Mana.GetCurrentValue(); }
FORCEINLINE float GetStrength() const { return Strength.GetCurrentValue(); }
FORCEINLINE float GetIntelligence() const { return Intelligence.GetCurrentValue(); }
FORCEINLINE float GetResilience() const { return Resilience.GetCurrentValue(); }
FORCEINLINE float GetVigor() const { return Vigor.GetCurrentValue(); }
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 endregion Getters
#pragma region Setters
FORCEINLINE void
SetStrength( float NewVal );
FORCEINLINE void SetHealth( float NewVal );
FORCEINLINE void SetMana( float NewVal );
FORCEINLINE void SetStrength( float NewVal );
FORCEINLINE void SetIntelligence( float NewVal );
FORCEINLINE void SetResilience( float NewVal );
FORCEINLINE void SetVigor( float NewVal );
FORCEINLINE void SetHealth( float NewVal );
FORCEINLINE void SetMaxHealth( float NewVal );
FORCEINLINE void SetMana( float NewVal );
FORCEINLINE void SetMaxMana( float NewVal );
FORCEINLINE void InitHealth( float NewVal )
{
Health.SetBaseValue( NewVal );
Health.SetCurrentValue( NewVal );
}
FORCEINLINE void InitMana( float NewVal )
{
Mana.SetBaseValue( NewVal );
Mana.SetCurrentValue( NewVal );
}
FORCEINLINE void InitStrength( float NewVal )
{
Strength.SetBaseValue( NewVal );
@ -133,21 +146,11 @@ public:
Vigor.SetBaseValue( NewVal );
Vigor.SetCurrentValue( 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 );

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@ -1,4 +1,4 @@
// Generated by GasaGen/GasaGen_UGasaAttributeSet.cpp
// Generated by GasaEditor/GasaGen/GasaGen_AttributeSets.cpp
#pragma once
#include "GasaAttributeSet.h"
@ -6,6 +6,24 @@
#pragma region Attribute Setters
FORCEINLINE
void UGasaAttributeSet::SetHealth( float NewVal )
{
UAbilitySystemComponent* AbilityComp = GetOwningAbilitySystemComponent();
if ( ensure( AbilityComp ) )
{
AbilityComp->SetNumericAttributeBase( GetHealthAttribute(), NewVal );
};
}
FORCEINLINE
void UGasaAttributeSet::SetMana( float NewVal )
{
UAbilitySystemComponent* AbilityComp = GetOwningAbilitySystemComponent();
if ( ensure( AbilityComp ) )
{
AbilityComp->SetNumericAttributeBase( GetManaAttribute(), NewVal );
};
}
FORCEINLINE
void UGasaAttributeSet::SetStrength( float NewVal )
{
UAbilitySystemComponent* AbilityComp = GetOwningAbilitySystemComponent();
@ -42,15 +60,6 @@ void UGasaAttributeSet::SetVigor( float NewVal )
};
}
FORCEINLINE
void UGasaAttributeSet::SetHealth( float NewVal )
{
UAbilitySystemComponent* AbilityComp = GetOwningAbilitySystemComponent();
if ( ensure( AbilityComp ) )
{
AbilityComp->SetNumericAttributeBase( GetHealthAttribute(), NewVal );
};
}
FORCEINLINE
void UGasaAttributeSet::SetMaxHealth( float NewVal )
{
UAbilitySystemComponent* AbilityComp = GetOwningAbilitySystemComponent();
@ -60,15 +69,6 @@ void UGasaAttributeSet::SetMaxHealth( float NewVal )
};
}
FORCEINLINE
void UGasaAttributeSet::SetMana( float NewVal )
{
UAbilitySystemComponent* AbilityComp = GetOwningAbilitySystemComponent();
if ( ensure( AbilityComp ) )
{
AbilityComp->SetNumericAttributeBase( GetManaAttribute(), NewVal );
};
}
FORCEINLINE
void UGasaAttributeSet::SetMaxMana( float NewVal )
{
UAbilitySystemComponent* AbilityComp = GetOwningAbilitySystemComponent();