46. PostGameplayEffectExecute
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@ -104,7 +104,7 @@ void gen_UGasaAttributeSet()
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body.append( def_pragma( txt("region AttributeSet")));
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body.append( code_str(
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void PreAttributeChange(const FGameplayAttribute& Attribute, float& NewValue) override;
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// void PostAttributeChange(const FGameplayAttribute& Attribute, float OldValue, float NewValue) override;
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void PostGameplayEffectExecute(FGameplayEffectModCallbackData const& Data) override;
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));
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body.append( def_pragma( txt("endregion AttributeSet")));
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body.append(fmt_newline);
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@ -170,6 +170,7 @@ void gen_UGasaAttributeSet()
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header.print(fmt_newline);
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source.print( def_include( txt("GasaAttributeSet.h")));
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source.print( def_include( txt("GasaAttributeSet_Inlines.h")));
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source.print( def_include( txt("EffectProperties.h")));
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source.print(fmt_newline);
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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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@ -191,6 +192,17 @@ 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 PreAttributeChange;
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{
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CodeBody attribute_clamps = def_body( CodeT::Function_Body );
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@ -221,6 +233,8 @@ void gen_UGasaAttributeSet()
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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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void UGasaAttributeSet::PreAttributeChange(const FGameplayAttribute& Attribute, float& NewValue)
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{
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@ -230,6 +244,7 @@ void gen_UGasaAttributeSet()
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)));
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}
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body.append(PreAttributeChange);
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body.append(fmt_newline);
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CodeFn GetLifetimeOfReplicatedProps;
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{
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