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:
2024-04-13 18:35:19 -04:00
parent ced71b6a22
commit c2e5793a7d
16 changed files with 265 additions and 32 deletions

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@ -8,7 +8,7 @@
#include "GasaAbilitySystemComponent.generated.h"
UCLASS()
UCLASS(BlueprintType)
class GASA_API UGasaAbilitySystemComp : public UAbilitySystemComponent
{
GENERATED_BODY()

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@ -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 )

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@ -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;

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@ -3,4 +3,6 @@
AEnemyCharacter::AEnemyCharacter()
{
PrimaryActorTick.bCanEverTick = true;
bAutoAbilitySystem = true;
}

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@ -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)

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@ -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();

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@ -13,6 +13,8 @@ public:
APlayerCharacter();
#pragma region Pawn
void PossessedBy(AController* NewController) override;
void OnRep_PlayerState() override;
#pragma endregion Pawn
};

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@ -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;

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@ -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;