25. Attribut accessors complete
There is some jank, with the ability system init on character (I'll fix later). Cog replaces the usuals showdebug command
This commit is contained in:
parent
ced71b6a22
commit
c2e5793a7d
1
.gitignore
vendored
1
.gitignore
vendored
@ -25,3 +25,4 @@ Project/Binaries/GasaGen.exe
|
||||
Project/Binaries/GasaGen.map
|
||||
Project/Binaries/GasaGen.obj
|
||||
Project/Binaries/vc140.pdb
|
||||
Project/Saved/Config/ConsoleHistory.ini
|
||||
|
Binary file not shown.
Binary file not shown.
@ -1,5 +1,3 @@
|
||||
|
||||
|
||||
[/Script/EngineSettings.GeneralProjectSettings]
|
||||
ProjectID=70BA0A3B40E2B9899612678C078FC24A
|
||||
Description=GASATHON
|
||||
@ -10,3 +8,5 @@ CopyrightNotice=
|
||||
Tag_PPV=Global_PPV
|
||||
Tag_GlobalPPV=Global_PPV
|
||||
|
||||
[/Script/GameplayAbilities.AbilitySystemGlobals]
|
||||
bUseDebugTargetFromHud=true
|
||||
|
BIN
Project/Content/Levels/StartupMap.umap
(Stored with Git LFS)
BIN
Project/Content/Levels/StartupMap.umap
(Stored with Git LFS)
Binary file not shown.
@ -1,3 +0,0 @@
|
||||
[ConsoleHistory]
|
||||
History=Cog.ToggleInput
|
||||
|
@ -8,7 +8,7 @@
|
||||
#include "GasaAbilitySystemComponent.generated.h"
|
||||
|
||||
|
||||
UCLASS()
|
||||
UCLASS(BlueprintType)
|
||||
class GASA_API UGasaAbilitySystemComp : public UAbilitySystemComponent
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
@ -7,6 +7,10 @@
|
||||
|
||||
UGasaAttributeSet::UGasaAttributeSet()
|
||||
{
|
||||
InitHealth( 100.f );
|
||||
InitMaxHealth( 100.f );
|
||||
InitMana( ( 50.f ) );
|
||||
InitMaxMana( 50.f );
|
||||
}
|
||||
|
||||
void UGasaAttributeSet::Client_OnRep_Health( FGameplayAttributeData& PrevHealth )
|
||||
|
@ -1,7 +1,7 @@
|
||||
// This was generated by GasaGen/GasaGen.cpp
|
||||
|
||||
#include "AttributeSet.h"
|
||||
|
||||
#include "AbilitySystemComponent.h"
|
||||
#include "GasaAttributeSet.generated.h"
|
||||
|
||||
UCLASS() class GASA_API UGasaAttributeSet : public UAttributeSet
|
||||
@ -11,13 +11,13 @@ public:
|
||||
UPROPERTY( ReplicatedUsing = Client_OnRep_Health, EditAnywhere, BlueprintReadWrite, Category = "Attributes" )
|
||||
FGameplayAttributeData Health;
|
||||
|
||||
UPROPERTY( ReplicatedUsing = Client_OnRep_Health, EditAnywhere, BlueprintReadWrite, Category = "Attributes" )
|
||||
UPROPERTY( ReplicatedUsing = Client_OnRep_MaxHealth, EditAnywhere, BlueprintReadWrite, Category = "Attributes" )
|
||||
FGameplayAttributeData MaxHealth;
|
||||
|
||||
UPROPERTY( ReplicatedUsing = Client_OnRep_Health, EditAnywhere, BlueprintReadWrite, Category = "Attributes" )
|
||||
UPROPERTY( ReplicatedUsing = Client_OnRep_Mana, EditAnywhere, BlueprintReadWrite, Category = "Attributes" )
|
||||
FGameplayAttributeData Mana;
|
||||
|
||||
UPROPERTY( ReplicatedUsing = Client_OnRep_Health, EditAnywhere, BlueprintReadWrite, Category = "Attributes" )
|
||||
UPROPERTY( ReplicatedUsing = Client_OnRep_MaxMana, EditAnywhere, BlueprintReadWrite, Category = "Attributes" )
|
||||
FGameplayAttributeData MaxMana;
|
||||
|
||||
UGasaAttributeSet();
|
||||
@ -31,6 +31,117 @@ public:
|
||||
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 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 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 )
|
||||
{
|
||||
UAbilitySystemComponent* AbilityComp = GetOwningAbilitySystemComponent();
|
||||
if ( ensure( AbilityComp ) )
|
||||
{
|
||||
AbilityComp->SetNumericAttributeBase( GetHealthAttribute(), NewVal );
|
||||
};
|
||||
}
|
||||
|
||||
FORCEINLINE void SetMaxHealth( float NewVal )
|
||||
{
|
||||
UAbilitySystemComponent* AbilityComp = GetOwningAbilitySystemComponent();
|
||||
if ( ensure( AbilityComp ) )
|
||||
{
|
||||
AbilityComp->SetNumericAttributeBase( GetMaxHealthAttribute(), NewVal );
|
||||
};
|
||||
}
|
||||
|
||||
FORCEINLINE void SetMana( float NewVal )
|
||||
{
|
||||
UAbilitySystemComponent* AbilityComp = GetOwningAbilitySystemComponent();
|
||||
if ( ensure( AbilityComp ) )
|
||||
{
|
||||
AbilityComp->SetNumericAttributeBase( GetManaAttribute(), NewVal );
|
||||
};
|
||||
}
|
||||
|
||||
FORCEINLINE void SetMaxMana( float NewVal )
|
||||
{
|
||||
UAbilitySystemComponent* AbilityComp = GetOwningAbilitySystemComponent();
|
||||
if ( ensure( AbilityComp ) )
|
||||
{
|
||||
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 region UObject
|
||||
|
||||
void GetLifetimeReplicatedProps( TArray< FLifetimeProperty >& OutLifetimeProps ) const override;
|
||||
|
@ -3,4 +3,6 @@
|
||||
AEnemyCharacter::AEnemyCharacter()
|
||||
{
|
||||
PrimaryActorTick.bCanEverTick = true;
|
||||
|
||||
bAutoAbilitySystem = true;
|
||||
}
|
||||
|
@ -8,6 +8,7 @@
|
||||
#include "Kismet/KismetSystemLibrary.h"
|
||||
|
||||
#include "AbilitySystem/GasaAbilitySystemComponent.h"
|
||||
#include "AbilitySystem/GasaAttributeSet.h"
|
||||
#include "Game/GasaLevelScriptActor.h"
|
||||
|
||||
void AGasaCharacter::SetHighlight(EHighlight Desired)
|
||||
@ -45,7 +46,7 @@ AGasaCharacter::AGasaCharacter()
|
||||
AbilitySystem->SetIsReplicated(true);
|
||||
AbilitySystem->SetReplicationMode(EGameplayEffectReplicationMode::Minimal);
|
||||
|
||||
Attributes = CreateDefaultSubobject<UAttributeSet>("Attributes");
|
||||
Attributes = CreateDefaultSubobject<UGasaAttributeSet>("Attributes");
|
||||
}
|
||||
}
|
||||
|
||||
@ -71,6 +72,12 @@ void AGasaCharacter::OnRep_PlayerState()
|
||||
void AGasaCharacter::BeginPlay()
|
||||
{
|
||||
Super::BeginPlay();
|
||||
|
||||
if (bAutoAbilitySystem)
|
||||
{
|
||||
// TODO(Ed): Do we need to do this for enemies?
|
||||
AbilitySystem->InitAbilityActorInfo(this, this);
|
||||
}
|
||||
}
|
||||
|
||||
void AGasaCharacter::Tick(float DeltaSeconds)
|
||||
|
@ -9,6 +9,19 @@ APlayerCharacter::APlayerCharacter()
|
||||
bAutoAbilitySystem = false;
|
||||
}
|
||||
|
||||
void APlayerCharacter::PossessedBy(AController* NewController)
|
||||
{
|
||||
Super::PossessedBy(NewController);
|
||||
|
||||
AGasaPlayerState* PS = GetGasaPlayerState();
|
||||
// Server setup ability system (character side)
|
||||
{
|
||||
AbilitySystem = PS->AbilitySystem;
|
||||
Attributes = PS->Attributes;
|
||||
AbilitySystem->InitAbilityActorInfo(PS, this);
|
||||
}
|
||||
}
|
||||
|
||||
void APlayerCharacter::OnRep_PlayerState()
|
||||
{
|
||||
Super::OnRep_PlayerState();
|
||||
|
@ -13,6 +13,8 @@ public:
|
||||
APlayerCharacter();
|
||||
|
||||
#pragma region Pawn
|
||||
void PossessedBy(AController* NewController) override;
|
||||
|
||||
void OnRep_PlayerState() override;
|
||||
#pragma endregion Pawn
|
||||
};
|
||||
|
@ -73,6 +73,7 @@ void AGasaPlayerController::OnPossess(APawn* InPawn)
|
||||
AGasaPlayerState* PS = GetPlayerState();
|
||||
AGasaCharacter* character = Cast<AGasaCharacter>(InPawn);
|
||||
// Net Owner setup ability system
|
||||
if (0)
|
||||
{
|
||||
character->AbilitySystem = PS->AbilitySystem;
|
||||
character->Attributes = PS->Attributes;
|
||||
|
@ -1,6 +1,7 @@
|
||||
#include "GasaPlayerState.h"
|
||||
|
||||
#include "AbilitySystem/GasaAbilitySystemComponent.h"
|
||||
#include "AbilitySystem/GasaAttributeSet.h"
|
||||
|
||||
AGasaPlayerState::AGasaPlayerState()
|
||||
{
|
||||
@ -8,7 +9,7 @@ AGasaPlayerState::AGasaPlayerState()
|
||||
AbilitySystem->SetIsReplicated(true);
|
||||
AbilitySystem->SetReplicationMode(EGameplayEffectReplicationMode::Mixed);
|
||||
|
||||
Attributes = CreateDefaultSubobject<UAttributeSet>("Attributes");
|
||||
Attributes = CreateDefaultSubobject<UGasaAttributeSet>("Attributes");
|
||||
|
||||
// Replication
|
||||
NetUpdateFrequency = 100.f;
|
||||
|
@ -13,26 +13,26 @@ using namespace gen;
|
||||
#define path_gasa_ability_system path_module_gasa "AbilitySystem/"
|
||||
|
||||
|
||||
void def_attribute_fields( CodeBody body, Array<StringCached> fields )
|
||||
void def_attribute_properties( CodeBody body, Array<StringCached> properties )
|
||||
{
|
||||
for ( String field : fields )
|
||||
for ( StringCached property : properties )
|
||||
{
|
||||
Code field_uproperty = code_str(
|
||||
UPROPERTY(ReplicatedUsing=Client_OnRep_Health, EditAnywhere, BlueprintReadWrite, Category="Attributes")
|
||||
);
|
||||
Code field_uproperty = code_fmt( "property", (StrC)property, stringize(
|
||||
UPROPERTY(ReplicatedUsing=Client_OnRep_<property>, EditAnywhere, BlueprintReadWrite, Category="Attributes")
|
||||
));
|
||||
|
||||
CodeType type_FGameplayAttributeData = def_type( txt("FGameplayAttributeData"));
|
||||
|
||||
body.append(fmt_newline);
|
||||
body.append( field_uproperty );
|
||||
body.append(fmt_newline);
|
||||
body.append( def_variable( type_FGameplayAttributeData, StrC(field)) );
|
||||
body.append( def_variable( type_FGameplayAttributeData, StrC(property)) );
|
||||
}
|
||||
}
|
||||
|
||||
void def_attribute_field_on_reps( CodeBody body, Array<StringCached> fields )
|
||||
{
|
||||
for ( String field : fields )
|
||||
for ( StringCached field : fields )
|
||||
{
|
||||
Code umeta_UFUNCTION = code_str( UFUNCTION() );
|
||||
|
||||
@ -45,17 +45,89 @@ void def_attribute_field_on_reps( CodeBody body, Array<StringCached> fields )
|
||||
}
|
||||
}
|
||||
|
||||
void impl_attribute_fields( CodeBody body, Array<StringCached> fields )
|
||||
void def_attribute_field_property_getters( CodeBody body, StrC class_name, Array<StringCached> properties )
|
||||
{
|
||||
for ( String field : fields )
|
||||
for ( String property : properties )
|
||||
{
|
||||
body.append(fmt_newline);
|
||||
CodeFn field_impl = parse_function( token_fmt( "field", (StrC)field, stringize(
|
||||
void UGasaAttributeSet::Client_OnRep_<field>(FGameplayAttributeData& Prev<field>)
|
||||
CodeFn generated_get_attribute = parse_function(
|
||||
token_fmt( "class_name", class_name, "property", (StrC)property,
|
||||
stringize(
|
||||
static FGameplayAttribute Get<property>Attribute()
|
||||
{
|
||||
static FProperty* Prop = FindFieldChecked<FProperty>(<class_name>::StaticClass(), GET_MEMBER_NAME_CHECKED(<class_name>, <property>));
|
||||
return Prop;
|
||||
}
|
||||
)));
|
||||
body.append( generated_get_attribute );
|
||||
}
|
||||
}
|
||||
|
||||
void def_attribute_field_value_getters( CodeBody body, Array<StringCached> properties )
|
||||
{
|
||||
for ( String property : properties )
|
||||
{
|
||||
#pragma push_macro(FORCEINLINE)
|
||||
#undef FORCEINLINE
|
||||
|
||||
body.append( code_fmt( "property", (StrC)property,
|
||||
stringize(
|
||||
FORCEINLINE float Get<property>() const
|
||||
{
|
||||
GAMEPLAYATTRIBUTE_REPNOTIFY(UGasaAttributeSet, <field>, Prev<field>)
|
||||
return <property>.GetCurrentValue();
|
||||
}
|
||||
)));
|
||||
|
||||
#pragma pop_macro(FORCEINLINE)
|
||||
}
|
||||
}
|
||||
|
||||
void def_attribute_field_value_setters( CodeBody body, Array<StringCached> properties )
|
||||
{
|
||||
for ( String property : properties )
|
||||
{
|
||||
body.append( code_fmt( "property", (StrC)property,
|
||||
stringize(
|
||||
FORCEINLINE void Set<property>(float NewVal)
|
||||
{
|
||||
UAbilitySystemComponent* AbilityComp = GetOwningAbilitySystemComponent();
|
||||
if (ensure(AbilityComp))
|
||||
{
|
||||
AbilityComp->SetNumericAttributeBase(Get<property>Attribute(), NewVal);
|
||||
};
|
||||
}
|
||||
)));
|
||||
}
|
||||
}
|
||||
|
||||
void def_attribute_field_initers ( CodeBody body, Array<StringCached> properties )
|
||||
{
|
||||
for ( String property : properties )
|
||||
{
|
||||
body.append( code_fmt( "property", (StrC)property,
|
||||
stringize(
|
||||
FORCEINLINE void Init<property>(float NewVal)
|
||||
{
|
||||
<property>.SetBaseValue(NewVal);
|
||||
<property>.SetCurrentValue(NewVal);
|
||||
}
|
||||
)));
|
||||
}
|
||||
}
|
||||
|
||||
void impl_attribute_fields( CodeBody body, StrC class_name, Array<StringCached> properties )
|
||||
{
|
||||
for ( String property : properties )
|
||||
{
|
||||
body.append(fmt_newline);
|
||||
|
||||
CodeFn field_impl = parse_function( token_fmt( "class_name", class_name, "property", (StrC)property,
|
||||
stringize(
|
||||
void <class_name>::Client_OnRep_<property>(FGameplayAttributeData& Prev<property>)
|
||||
{
|
||||
GAMEPLAYATTRIBUTE_REPNOTIFY(<class_name>, <property>, Prev<property>)
|
||||
}
|
||||
)));
|
||||
|
||||
body.append( field_impl );
|
||||
}
|
||||
}
|
||||
@ -79,12 +151,16 @@ int gen_main()
|
||||
attribute_fields.append( get_cached_string(txt("Mana")));
|
||||
attribute_fields.append( get_cached_string(txt("MaxMana")));
|
||||
|
||||
|
||||
StrC attributeset_name = txt("UGasaAttributeSet");
|
||||
|
||||
Builder header = Builder::open( path_gasa_ability_system "GasaAttributeSet.h");
|
||||
{
|
||||
header.print(generation_notice);
|
||||
header.print(fmt_newline);
|
||||
{
|
||||
CodeInclude Include_AttributeSet = def_include(txt("AttributeSet.h"));
|
||||
CodeInclude Include_AbilitySystemComponent = def_include(txt("AbilitySystemComponent.h"));
|
||||
CodeInclude Include_GasaAttributeSet_Generated = def_include(txt("GasaAttributeSet.generated.h"));
|
||||
|
||||
CodeAttributes attributes = def_attributes( gasa_api->Name);
|
||||
@ -97,7 +173,7 @@ int gen_main()
|
||||
body.append( fmt_newline);
|
||||
body.append( access_public );
|
||||
|
||||
def_attribute_fields( body, attribute_fields);
|
||||
def_attribute_properties( body, attribute_fields);
|
||||
|
||||
body.append(fmt_newline);
|
||||
body.append( def_constructor() );
|
||||
@ -105,7 +181,19 @@ int gen_main()
|
||||
def_attribute_field_on_reps( body, attribute_fields);
|
||||
|
||||
body.append(fmt_newline);
|
||||
body.append(fmt_newline);
|
||||
|
||||
body.append( fmt_newline );
|
||||
body.append( def_pragma(code( region Getters )));
|
||||
def_attribute_field_property_getters( body, attributeset_name, attribute_fields );
|
||||
def_attribute_field_value_getters( body, attribute_fields );
|
||||
body.append( def_pragma(code( endregion Getters )));
|
||||
body.append( fmt_newline );
|
||||
|
||||
body.append( def_pragma(code( region Setters )));
|
||||
def_attribute_field_value_setters( body, attribute_fields );
|
||||
def_attribute_field_initers( body, attribute_fields );
|
||||
body.append( def_pragma(code( endregion Setters )));
|
||||
body.append( fmt_newline );
|
||||
|
||||
body.append( def_pragma( txt("region UObject")));
|
||||
body.append( parse_function( code(
|
||||
@ -121,7 +209,7 @@ int gen_main()
|
||||
}
|
||||
|
||||
header.print( Include_AttributeSet);
|
||||
header.print( fmt_newline);
|
||||
header.print( Include_AbilitySystemComponent);
|
||||
header.print( Include_GasaAttributeSet_Generated);
|
||||
header.print( fmt_newline);
|
||||
header.print(umeta_uclass);
|
||||
@ -142,11 +230,17 @@ int gen_main()
|
||||
CodeBody body = def_body( CodeT::Global_Body );
|
||||
body.append(fmt_newline);
|
||||
body.append(code_str(
|
||||
UGasaAttributeSet::UGasaAttributeSet() {}
|
||||
UGasaAttributeSet::UGasaAttributeSet()
|
||||
{
|
||||
InitHealth( 100.f );
|
||||
InitMaxHealth( 100.f );
|
||||
InitMana(( 50.f ));
|
||||
InitMaxMana( 50.f );
|
||||
}
|
||||
));
|
||||
body.append(fmt_newline);
|
||||
|
||||
impl_attribute_fields(body, attribute_fields);
|
||||
impl_attribute_fields( body, attributeset_name, attribute_fields);
|
||||
|
||||
CodeFn GetLifetimeOfReplicatedProps;
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user