preparing to generate the attribute set from the table

This commit is contained in:
2024-10-21 22:47:37 -04:00
parent 8f81a08d21
commit a1a5f2f309
13 changed files with 100 additions and 12 deletions

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@ -1,5 +1,62 @@
#pragma once
#pragma once
#include "GasaCommon.h"
#include "Engine/DataTable.h"
#include "GasaAbilitySystem.generated.h"
USTRUCT(BlueprintType)
struct GASA_API FAttributeSetField : public FTableRowBase
{
GENERATED_BODY()
FAttributeSetField()
: Name("Provide_Name")
, Description("Provide Description")
, Category("Optional Category")
, BaseValue(0)
, bUseMinAttribute(false)
, bUseMaxAttribute(false)
, MinAttribute("Attribute behaving has minimum value")
, MinValue(0)
, MaxAttribute("Attribute behaving has maximum value")
, MaxValue(0)
{}
virtual ~FAttributeSetField()
{}
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gameplay Attribute")
FString Name;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gameplay Attribute")
FString Description;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gameplay Attribute")
FString Category;
// UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gameplay Attribute")
// FGameplayTag Tag;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gameplay Attribute")
float BaseValue;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gameplay Attribute")
bool bUseMinAttribute;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gameplay Attribute")
bool bUseMaxAttribute;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gameplay Attribute", meta =( EditCondition="bUseMinAttribute", EditConditionHides))
FString 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;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gameplay Attribute", meta =( EditCondition="bUseMaxAttribute==false", EditConditionHides))
float MaxValue;
};

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@ -109,8 +109,6 @@ void UGasaAttributeSet::PostGameplayEffectExecute( FGameplayEffectModCallbackDat
{
SetMaxMana( FMath::Clamp( GetMaxMana(), 0, 99999.000000 ) );
}
PostAttributeChange_Custom();
}
void UGasaAttributeSet::PreAttributeChange( FGameplayAttribute const& Attribute, float& NewValue )
@ -149,8 +147,6 @@ void UGasaAttributeSet::PreAttributeChange( FGameplayAttribute const& Attribute,
{
NewValue = FMath::Clamp( NewValue, 0, 99999.000000 );
}
PreAttributeChange_Custom();
}
void UGasaAttributeSet::GetLifetimeReplicatedProps( TArray<FLifetimeProperty>& OutLifetimeProps ) const