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
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vendored
@ -25,3 +25,4 @@ Project/Binaries/GasaGen.exe
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Project/Binaries/GasaGen.map
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Project/Binaries/GasaGen.obj
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Project/Binaries/vc140.pdb
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Project/Saved/Config/ConsoleHistory.ini
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Binary file not shown.
Binary file not shown.
@ -1,5 +1,3 @@
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[/Script/EngineSettings.GeneralProjectSettings]
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ProjectID=70BA0A3B40E2B9899612678C078FC24A
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Description=GASATHON
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@ -10,3 +8,5 @@ CopyrightNotice=
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Tag_PPV=Global_PPV
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Tag_GlobalPPV=Global_PPV
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[/Script/GameplayAbilities.AbilitySystemGlobals]
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bUseDebugTargetFromHud=true
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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 @@
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[ConsoleHistory]
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History=Cog.ToggleInput
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@ -8,7 +8,7 @@
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#include "GasaAbilitySystemComponent.generated.h"
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UCLASS()
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UCLASS(BlueprintType)
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class GASA_API UGasaAbilitySystemComp : public UAbilitySystemComponent
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{
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GENERATED_BODY()
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@ -7,6 +7,10 @@
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UGasaAttributeSet::UGasaAttributeSet()
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{
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InitHealth( 100.f );
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InitMaxHealth( 100.f );
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InitMana( ( 50.f ) );
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InitMaxMana( 50.f );
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}
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void UGasaAttributeSet::Client_OnRep_Health( FGameplayAttributeData& PrevHealth )
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@ -1,7 +1,7 @@
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// This was generated by GasaGen/GasaGen.cpp
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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() class GASA_API UGasaAttributeSet : public UAttributeSet
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@ -11,13 +11,13 @@ public:
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UPROPERTY( ReplicatedUsing = Client_OnRep_Health, EditAnywhere, BlueprintReadWrite, Category = "Attributes" )
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FGameplayAttributeData Health;
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UPROPERTY( ReplicatedUsing = Client_OnRep_Health, EditAnywhere, BlueprintReadWrite, Category = "Attributes" )
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UPROPERTY( ReplicatedUsing = Client_OnRep_MaxHealth, EditAnywhere, BlueprintReadWrite, Category = "Attributes" )
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FGameplayAttributeData MaxHealth;
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UPROPERTY( ReplicatedUsing = Client_OnRep_Health, EditAnywhere, BlueprintReadWrite, Category = "Attributes" )
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UPROPERTY( ReplicatedUsing = Client_OnRep_Mana, EditAnywhere, BlueprintReadWrite, Category = "Attributes" )
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FGameplayAttributeData Mana;
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UPROPERTY( ReplicatedUsing = Client_OnRep_Health, EditAnywhere, BlueprintReadWrite, Category = "Attributes" )
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UPROPERTY( ReplicatedUsing = Client_OnRep_MaxMana, EditAnywhere, BlueprintReadWrite, Category = "Attributes" )
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FGameplayAttributeData MaxMana;
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UGasaAttributeSet();
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@ -31,6 +31,117 @@ public:
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UFUNCTION()
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void Client_OnRep_MaxMana( FGameplayAttributeData& PrevMaxMana );
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#pragma region Getters
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static FGameplayAttribute GetHealthAttribute()
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{
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static FProperty* Prop = FindFieldChecked< FProperty >( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Health ) );
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return Prop;
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}
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static FGameplayAttribute GetMaxHealthAttribute()
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{
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static FProperty* Prop = FindFieldChecked< FProperty >( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, MaxHealth ) );
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return Prop;
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}
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static FGameplayAttribute GetManaAttribute()
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{
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static FProperty* Prop = FindFieldChecked< FProperty >( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Mana ) );
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return Prop;
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}
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static FGameplayAttribute GetMaxManaAttribute()
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{
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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
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{
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return Health.GetCurrentValue();
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}
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FORCEINLINE float GetMaxHealth() const
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{
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return MaxHealth.GetCurrentValue();
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}
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FORCEINLINE float GetMana() const
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{
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return Mana.GetCurrentValue();
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}
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FORCEINLINE float GetMaxMana() const
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{
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return MaxMana.GetCurrentValue();
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}
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#pragma endregion Getters
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#pragma region Setters
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FORCEINLINE void 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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FORCEINLINE void InitHealth( float NewVal )
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{
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Health.SetBaseValue( NewVal );
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Health.SetCurrentValue( NewVal );
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}
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FORCEINLINE void InitMaxHealth( float NewVal )
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{
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MaxHealth.SetBaseValue( NewVal );
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MaxHealth.SetCurrentValue( NewVal );
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}
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FORCEINLINE void InitMana( float NewVal )
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{
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Mana.SetBaseValue( NewVal );
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Mana.SetCurrentValue( NewVal );
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}
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FORCEINLINE void InitMaxMana( float NewVal )
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{
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MaxMana.SetBaseValue( NewVal );
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MaxMana.SetCurrentValue( NewVal );
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}
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#pragma endregion Setters
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#pragma region UObject
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void GetLifetimeReplicatedProps( TArray< FLifetimeProperty >& OutLifetimeProps ) const override;
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@ -3,4 +3,6 @@
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AEnemyCharacter::AEnemyCharacter()
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{
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PrimaryActorTick.bCanEverTick = true;
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bAutoAbilitySystem = true;
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}
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@ -8,6 +8,7 @@
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#include "Kismet/KismetSystemLibrary.h"
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#include "AbilitySystem/GasaAbilitySystemComponent.h"
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#include "AbilitySystem/GasaAttributeSet.h"
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#include "Game/GasaLevelScriptActor.h"
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void AGasaCharacter::SetHighlight(EHighlight Desired)
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@ -45,7 +46,7 @@ AGasaCharacter::AGasaCharacter()
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AbilitySystem->SetIsReplicated(true);
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AbilitySystem->SetReplicationMode(EGameplayEffectReplicationMode::Minimal);
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Attributes = CreateDefaultSubobject<UAttributeSet>("Attributes");
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Attributes = CreateDefaultSubobject<UGasaAttributeSet>("Attributes");
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}
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}
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@ -71,6 +72,12 @@ void AGasaCharacter::OnRep_PlayerState()
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void AGasaCharacter::BeginPlay()
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{
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Super::BeginPlay();
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if (bAutoAbilitySystem)
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{
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// TODO(Ed): Do we need to do this for enemies?
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AbilitySystem->InitAbilityActorInfo(this, this);
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}
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}
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void AGasaCharacter::Tick(float DeltaSeconds)
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@ -9,6 +9,19 @@ APlayerCharacter::APlayerCharacter()
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bAutoAbilitySystem = false;
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}
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void APlayerCharacter::PossessedBy(AController* NewController)
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{
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Super::PossessedBy(NewController);
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AGasaPlayerState* PS = GetGasaPlayerState();
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// Server setup ability system (character side)
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{
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AbilitySystem = PS->AbilitySystem;
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Attributes = PS->Attributes;
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AbilitySystem->InitAbilityActorInfo(PS, this);
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}
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}
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void APlayerCharacter::OnRep_PlayerState()
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{
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Super::OnRep_PlayerState();
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APlayerCharacter();
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#pragma region Pawn
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void PossessedBy(AController* NewController) override;
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void OnRep_PlayerState() override;
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#pragma endregion Pawn
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};
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@ -73,6 +73,7 @@ void AGasaPlayerController::OnPossess(APawn* InPawn)
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AGasaPlayerState* PS = GetPlayerState();
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AGasaCharacter* character = Cast<AGasaCharacter>(InPawn);
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// Net Owner setup ability system
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if (0)
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{
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character->AbilitySystem = PS->AbilitySystem;
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character->Attributes = PS->Attributes;
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@ -1,6 +1,7 @@
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#include "GasaPlayerState.h"
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#include "AbilitySystem/GasaAbilitySystemComponent.h"
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#include "AbilitySystem/GasaAttributeSet.h"
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AGasaPlayerState::AGasaPlayerState()
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{
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@ -8,7 +9,7 @@ AGasaPlayerState::AGasaPlayerState()
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AbilitySystem->SetIsReplicated(true);
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AbilitySystem->SetReplicationMode(EGameplayEffectReplicationMode::Mixed);
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Attributes = CreateDefaultSubobject<UAttributeSet>("Attributes");
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Attributes = CreateDefaultSubobject<UGasaAttributeSet>("Attributes");
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// Replication
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NetUpdateFrequency = 100.f;
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@ -13,26 +13,26 @@ using namespace gen;
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#define path_gasa_ability_system path_module_gasa "AbilitySystem/"
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void def_attribute_fields( CodeBody body, Array<StringCached> fields )
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void def_attribute_properties( CodeBody body, Array<StringCached> properties )
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{
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for ( String field : fields )
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for ( StringCached property : properties )
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{
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Code field_uproperty = code_str(
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UPROPERTY(ReplicatedUsing=Client_OnRep_Health, EditAnywhere, BlueprintReadWrite, Category="Attributes")
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);
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Code field_uproperty = code_fmt( "property", (StrC)property, stringize(
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UPROPERTY(ReplicatedUsing=Client_OnRep_<property>, EditAnywhere, BlueprintReadWrite, Category="Attributes")
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));
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CodeType type_FGameplayAttributeData = def_type( txt("FGameplayAttributeData"));
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body.append(fmt_newline);
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body.append( field_uproperty );
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body.append(fmt_newline);
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body.append( def_variable( type_FGameplayAttributeData, StrC(field)) );
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body.append( def_variable( type_FGameplayAttributeData, StrC(property)) );
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}
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}
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void def_attribute_field_on_reps( CodeBody body, Array<StringCached> fields )
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{
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for ( String field : fields )
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for ( StringCached field : fields )
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{
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Code umeta_UFUNCTION = code_str( UFUNCTION() );
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@ -45,17 +45,89 @@ void def_attribute_field_on_reps( CodeBody body, Array<StringCached> fields )
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}
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}
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void impl_attribute_fields( CodeBody body, Array<StringCached> fields )
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void def_attribute_field_property_getters( CodeBody body, StrC class_name, Array<StringCached> properties )
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{
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for ( String field : fields )
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for ( String property : properties )
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{
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body.append(fmt_newline);
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CodeFn field_impl = parse_function( token_fmt( "field", (StrC)field, stringize(
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void UGasaAttributeSet::Client_OnRep_<field>(FGameplayAttributeData& Prev<field>)
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CodeFn generated_get_attribute = parse_function(
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token_fmt( "class_name", class_name, "property", (StrC)property,
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stringize(
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static FGameplayAttribute Get<property>Attribute()
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{
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GAMEPLAYATTRIBUTE_REPNOTIFY(UGasaAttributeSet, <field>, Prev<field>)
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static FProperty* Prop = FindFieldChecked<FProperty>(<class_name>::StaticClass(), GET_MEMBER_NAME_CHECKED(<class_name>, <property>));
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return Prop;
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}
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)));
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body.append( generated_get_attribute );
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}
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}
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void def_attribute_field_value_getters( CodeBody body, Array<StringCached> properties )
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{
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for ( String property : properties )
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{
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#pragma push_macro(FORCEINLINE)
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#undef FORCEINLINE
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body.append( code_fmt( "property", (StrC)property,
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stringize(
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FORCEINLINE float Get<property>() const
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{
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return <property>.GetCurrentValue();
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}
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)));
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#pragma pop_macro(FORCEINLINE)
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}
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}
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void def_attribute_field_value_setters( CodeBody body, Array<StringCached> properties )
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{
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for ( String property : properties )
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{
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body.append( code_fmt( "property", (StrC)property,
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stringize(
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FORCEINLINE void Set<property>(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(Get<property>Attribute(), NewVal);
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};
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}
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)));
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}
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}
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void def_attribute_field_initers ( CodeBody body, Array<StringCached> properties )
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{
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for ( String property : properties )
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{
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body.append( code_fmt( "property", (StrC)property,
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stringize(
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FORCEINLINE void Init<property>(float NewVal)
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{
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<property>.SetBaseValue(NewVal);
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<property>.SetCurrentValue(NewVal);
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}
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)));
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}
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}
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void impl_attribute_fields( CodeBody body, StrC class_name, Array<StringCached> properties )
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{
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for ( String property : properties )
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{
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body.append(fmt_newline);
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CodeFn field_impl = parse_function( token_fmt( "class_name", class_name, "property", (StrC)property,
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stringize(
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void <class_name>::Client_OnRep_<property>(FGameplayAttributeData& Prev<property>)
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{
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GAMEPLAYATTRIBUTE_REPNOTIFY(<class_name>, <property>, Prev<property>)
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}
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)));
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body.append( field_impl );
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}
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}
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@ -79,12 +151,16 @@ int gen_main()
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attribute_fields.append( get_cached_string(txt("Mana")));
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attribute_fields.append( get_cached_string(txt("MaxMana")));
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StrC attributeset_name = txt("UGasaAttributeSet");
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Builder header = Builder::open( path_gasa_ability_system "GasaAttributeSet.h");
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{
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header.print(generation_notice);
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header.print(fmt_newline);
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{
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CodeInclude Include_AttributeSet = def_include(txt("AttributeSet.h"));
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CodeInclude Include_AbilitySystemComponent = def_include(txt("AbilitySystemComponent.h"));
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CodeInclude Include_GasaAttributeSet_Generated = def_include(txt("GasaAttributeSet.generated.h"));
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CodeAttributes attributes = def_attributes( gasa_api->Name);
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@ -97,7 +173,7 @@ int gen_main()
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body.append( fmt_newline);
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body.append( access_public );
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def_attribute_fields( body, attribute_fields);
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def_attribute_properties( body, attribute_fields);
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body.append(fmt_newline);
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body.append( def_constructor() );
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@ -105,6 +181,18 @@ int gen_main()
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def_attribute_field_on_reps( body, attribute_fields);
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body.append(fmt_newline);
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body.append( fmt_newline );
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body.append( def_pragma(code( region Getters )));
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def_attribute_field_property_getters( body, attributeset_name, attribute_fields );
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def_attribute_field_value_getters( body, attribute_fields );
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body.append( def_pragma(code( endregion Getters )));
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body.append( fmt_newline );
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body.append( def_pragma(code( region Setters )));
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def_attribute_field_value_setters( body, attribute_fields );
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def_attribute_field_initers( body, attribute_fields );
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body.append( def_pragma(code( endregion Setters )));
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body.append( fmt_newline );
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body.append( def_pragma( txt("region UObject")));
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@ -121,7 +209,7 @@ int gen_main()
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}
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header.print( Include_AttributeSet);
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header.print( fmt_newline);
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header.print( Include_AbilitySystemComponent);
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header.print( Include_GasaAttributeSet_Generated);
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header.print( fmt_newline);
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header.print(umeta_uclass);
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@ -142,11 +230,17 @@ int gen_main()
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CodeBody body = def_body( CodeT::Global_Body );
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body.append(fmt_newline);
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body.append(code_str(
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UGasaAttributeSet::UGasaAttributeSet() {}
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UGasaAttributeSet::UGasaAttributeSet()
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{
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InitHealth( 100.f );
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InitMaxHealth( 100.f );
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InitMana(( 50.f ));
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InitMaxMana( 50.f );
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}
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));
|
||||
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