32. Overlay Widget Controller
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@ -1,7 +1,6 @@
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#pragma once
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#include "AbilitySystemComponent.h"
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#include "AbilitySystemInterface.h"
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#include "GasaCommon.h"
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@ -14,16 +13,3 @@ class GASA_API UGasaAbilitySystemComp : public UAbilitySystemComponent
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GENERATED_BODY()
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public:
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};
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namespace Gasa
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{
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inline
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UGasaAbilitySystemComp* GetAbilitySystem(UObject* Object)
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{
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if (Object->Implements<UAbilitySystemInterface>())
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{
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return Cast<UGasaAbilitySystemComp>( Cast<IAbilitySystemInterface>(Object)->GetAbilitySystemComponent() );
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}
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return nullptr;
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}
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}
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@ -0,0 +1,16 @@
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#pragma once
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#include "GasaAbilitySystemComponent.h"
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#include "AbilitySystemInterface.h"
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namespace Gasa
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{
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inline
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UGasaAbilitySystemComp* GetAbilitySystem(UObject* Object)
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{
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if (Object->Implements<UAbilitySystemInterface>())
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{
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return Cast<UGasaAbilitySystemComp>( Cast<IAbilitySystemInterface>(Object)->GetAbilitySystemComponent() );
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}
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return nullptr;
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}
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}
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@ -1,5 +1,6 @@
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// This was generated by GasaGen/GasaGen.cpp
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// Generated by GasaGen/GasaGen_UGasaAttributeSet.cpp
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#include "GasaAttributeSet.h"
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#include "GasaAttributeSet_Inlines.h"
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#include "AbilitySystemComponent.h"
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#include "Net/UnrealNetwork.h"
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@ -1,7 +1,7 @@
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// This was generated by GasaGen/GasaGen.cpp
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// Generated by GasaGen/GasaGen_UGasaAttributeSet.cpp
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#pragma once
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#include "AttributeSet.h"
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#include "AbilitySystemComponent.h"
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#include "GasaAttributeSet.generated.h"
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UCLASS()
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@ -53,6 +53,7 @@ public:
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static FProperty* Prop = FindFieldChecked<FProperty>( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, MaxMana ) );
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return Prop;
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}
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FORCEINLINE float GetHealth() const { return Health.GetCurrentValue(); }
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FORCEINLINE float GetMaxHealth() const { return MaxHealth.GetCurrentValue(); }
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FORCEINLINE float GetMana() const { return Mana.GetCurrentValue(); }
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@ -61,38 +62,11 @@ public:
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#pragma region Setters
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FORCEINLINE void
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SetHealth( float NewVal )
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{
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UAbilitySystemComponent* AbilityComp = GetOwningAbilitySystemComponent();
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if ( ensure( AbilityComp ) )
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{
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AbilityComp->SetNumericAttributeBase( GetHealthAttribute(), NewVal );
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};
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}
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FORCEINLINE void SetMaxHealth( float NewVal )
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{
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UAbilitySystemComponent* AbilityComp = GetOwningAbilitySystemComponent();
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if ( ensure( AbilityComp ) )
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{
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AbilityComp->SetNumericAttributeBase( GetMaxHealthAttribute(), NewVal );
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};
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}
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FORCEINLINE void SetMana( float NewVal )
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{
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UAbilitySystemComponent* AbilityComp = GetOwningAbilitySystemComponent();
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if ( ensure( AbilityComp ) )
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{
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AbilityComp->SetNumericAttributeBase( GetManaAttribute(), NewVal );
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};
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}
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FORCEINLINE void SetMaxMana( float NewVal )
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{
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UAbilitySystemComponent* AbilityComp = GetOwningAbilitySystemComponent();
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if ( ensure( AbilityComp ) )
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{
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AbilityComp->SetNumericAttributeBase( GetMaxManaAttribute(), NewVal );
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};
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}
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SetHealth( float NewVal );
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FORCEINLINE void SetMaxHealth( float NewVal );
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FORCEINLINE void SetMana( float NewVal );
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FORCEINLINE void SetMaxMana( float NewVal );
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FORCEINLINE void InitHealth( float NewVal )
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{
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Health.SetBaseValue( NewVal );
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@ -121,11 +95,3 @@ public:
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GetLifetimeReplicatedProps( TArray<FLifetimeProperty>& OutLifetimeProps ) const override;
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#pragma endregion UObject
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};
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namespace Gasa
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{
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inline UGasaAttributeSet const* GetAttributeSet( UAbilitySystemComponent* ASC )
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{
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return Cast<UGasaAttributeSet>( ASC->GetAttributeSet( UGasaAttributeSet::StaticClass() ) );
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}
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}
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51
Project/Source/Gasa/AbilitySystem/GasaAttributeSet_Inlines.h
Normal file
51
Project/Source/Gasa/AbilitySystem/GasaAttributeSet_Inlines.h
Normal file
@ -0,0 +1,51 @@
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// Generated by GasaGen/GasaGen_UGasaAttributeSet.cpp
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#pragma once
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#include "GasaAttributeSet.h"
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#include "AbilitySystemComponent.h"
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FORCEINLINE
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void UGasaAttributeSet::SetHealth( float NewVal )
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{
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UAbilitySystemComponent* AbilityComp = GetOwningAbilitySystemComponent();
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if ( ensure( AbilityComp ) )
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{
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AbilityComp->SetNumericAttributeBase( GetHealthAttribute(), NewVal );
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};
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}
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FORCEINLINE
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void UGasaAttributeSet::SetMaxHealth( float NewVal )
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{
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UAbilitySystemComponent* AbilityComp = GetOwningAbilitySystemComponent();
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if ( ensure( AbilityComp ) )
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{
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AbilityComp->SetNumericAttributeBase( GetMaxHealthAttribute(), NewVal );
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};
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}
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FORCEINLINE
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void UGasaAttributeSet::SetMana( float NewVal )
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{
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UAbilitySystemComponent* AbilityComp = GetOwningAbilitySystemComponent();
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if ( ensure( AbilityComp ) )
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{
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AbilityComp->SetNumericAttributeBase( GetManaAttribute(), NewVal );
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};
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}
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FORCEINLINE
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void UGasaAttributeSet::SetMaxMana( float NewVal )
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{
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UAbilitySystemComponent* AbilityComp = GetOwningAbilitySystemComponent();
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if ( ensure( AbilityComp ) )
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{
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AbilityComp->SetNumericAttributeBase( GetMaxManaAttribute(), NewVal );
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};
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}
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namespace Gasa
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{
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inline UGasaAttributeSet const* GetAttributeSet( UAbilitySystemComponent* ASC )
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{
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return Cast<UGasaAttributeSet>( ASC->GetAttributeSet( UGasaAttributeSet::StaticClass() ) );
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}
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}
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@ -1,8 +1,8 @@
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#include "GasaEffectActor.h"
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#include "AbilitySystemComponent.h"
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#include "AbilitySystemInterface.h"
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#include "GasaAttributeSet.h"
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#include "GasaAttributeSet_Inlines.h"
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#include "Components/SphereComponent.h"
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