66. Initialize Attributes with Gameplay Effects

This commit is contained in:
Edward R. Gonzalez 2024-10-22 15:19:45 -04:00
parent 7f7a041978
commit f1a4a44c8d
8 changed files with 36 additions and 71 deletions

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@ -5,6 +5,7 @@
"Description": 135, "Description": 135,
"Category": 96, "Category": 96,
"BaseValue": 106, "BaseValue": 106,
"Name": 82 "Name": 82,
"MinAttribute": 327
} }
} }

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@ -103,6 +103,8 @@ void UGasaAttributeSet::PostGameplayEffectExecute( FGameplayEffectModCallbackDat
{ {
SetMaxMana( FMath::Clamp( GetMaxMana(), 0, 99999.000000 ) ); SetMaxMana( FMath::Clamp( GetMaxMana(), 0, 99999.000000 ) );
} }
Props.Populate( Data );
} }
void UGasaAttributeSet::PreAttributeChange( FGameplayAttribute const& Attribute, float& NewValue ) void UGasaAttributeSet::PreAttributeChange( FGameplayAttribute const& Attribute, float& NewValue )

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@ -115,47 +115,6 @@ public:
FORCEINLINE void SetVigor( float NewVal ); FORCEINLINE void SetVigor( float NewVal );
FORCEINLINE void SetMaxHealth( float NewVal ); FORCEINLINE void SetMaxHealth( float NewVal );
FORCEINLINE void SetMaxMana( float NewVal ); FORCEINLINE void SetMaxMana( float NewVal );
FORCEINLINE void InitHealth( float NewVal )
{
Health.SetBaseValue( NewVal );
Health.SetCurrentValue( NewVal );
}
FORCEINLINE void InitMana( float NewVal )
{
Mana.SetBaseValue( NewVal );
Mana.SetCurrentValue( NewVal );
}
FORCEINLINE void InitStrength( float NewVal )
{
Strength.SetBaseValue( NewVal );
Strength.SetCurrentValue( NewVal );
}
FORCEINLINE void InitIntelligence( float NewVal )
{
Intelligence.SetBaseValue( NewVal );
Intelligence.SetCurrentValue( NewVal );
}
FORCEINLINE void InitResilience( float NewVal )
{
Resilience.SetBaseValue( NewVal );
Resilience.SetCurrentValue( NewVal );
}
FORCEINLINE void InitVigor( float NewVal )
{
Vigor.SetBaseValue( NewVal );
Vigor.SetCurrentValue( NewVal );
}
FORCEINLINE void InitMaxHealth( float NewVal )
{
MaxHealth.SetBaseValue( NewVal );
MaxHealth.SetCurrentValue( NewVal );
}
FORCEINLINE void InitMaxMana( float NewVal )
{
MaxMana.SetBaseValue( NewVal );
MaxMana.SetCurrentValue( NewVal );
}
#pragma endregion Setters #pragma endregion Setters
#pragma region AttributeSet #pragma region AttributeSet

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@ -69,10 +69,16 @@ void AGasaCharacter::InitDefaultAttributes()
{ {
UAbilitySystemComponent* ASC = GetAbilitySystemComponent(); UAbilitySystemComponent* ASC = GetAbilitySystemComponent();
ensure(ASC); ensure(ASC);
ensure(DefaultAttributes); ensure(DefaultVitalAttributes);
ensure(DefaultPrimaryAttributes);
ensure(DefaultSecondaryAttributes);
FGameplayEffectContextHandle Context = ASC->MakeEffectContext(); FGameplayEffectContextHandle Context = ASC->MakeEffectContext();
FGameplayEffectSpecHandle Spec = ASC->MakeOutgoingSpec(DefaultAttributes, 1.0f, Context ); FGameplayEffectSpecHandle SpecPrimary = ASC->MakeOutgoingSpec(DefaultPrimaryAttributes, 1.0f, Context );
ASC->ApplyGameplayEffectSpecToTarget( * Spec.Data, ASC ); FGameplayEffectSpecHandle SpecSecondary = ASC->MakeOutgoingSpec(DefaultSecondaryAttributes, 1.0f, Context );
FGameplayEffectSpecHandle SpecVital = ASC->MakeOutgoingSpec(DefaultVitalAttributes, 1.0f, Context );
ASC->ApplyGameplayEffectSpecToTarget( * SpecPrimary.Data, ASC );
ASC->ApplyGameplayEffectSpecToTarget( * SpecSecondary.Data, ASC );
ASC->ApplyGameplayEffectSpecToTarget( * SpecVital.Data, ASC );
} }
#pragma endregion Ability System #pragma endregion Ability System
@ -168,11 +174,15 @@ void AGasaCharacter::PossessedBy(AController* NewController)
GetMesh()->bOnlyAllowAutonomousTickPose = true; GetMesh()->bOnlyAllowAutonomousTickPose = true;
} }
#if 0 #if 1
if (bAutoAbilitySystem) // if (bAutoAbilitySystem)
{ // {
AbilitySystem->InitAbilityActorInfo(this, this); // // Note(Ed): For the player character; this is manually called by the player controller in NetOwner_Ready()
} // AbilitySystem->InitAbilityActorInfo(this, this);
// Cast<UGasaAbilitySystemComp>(AbilitySystem)->OnAbilityActorInfoSet();
//
// InitDefaultAttributes();
// }
#endif #endif
} }
@ -196,6 +206,7 @@ void AGasaCharacter::BeginPlay()
// There is also OnPossessed, PostInitializeComponents, etc... // There is also OnPossessed, PostInitializeComponents, etc...
if (bAutoAbilitySystem) if (bAutoAbilitySystem)
{ {
// Note(Ed): For the player character; this is manually called by the player controller in NetOwner_Ready()
AbilitySystem->InitAbilityActorInfo(this, this); AbilitySystem->InitAbilityActorInfo(this, this);
Cast<UGasaAbilitySystemComp>(AbilitySystem)->OnAbilityActorInfoSet(); Cast<UGasaAbilitySystemComp>(AbilitySystem)->OnAbilityActorInfoSet();

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@ -13,7 +13,7 @@ UENUM(BlueprintType)
enum class EHighlight : uint8 enum class EHighlight : uint8
{ {
Disabled, Disabled,
Enabled, Enabled,ddddddd
}; };
UCLASS(Abstract) UCLASS(Abstract)
@ -36,7 +36,13 @@ public:
TObjectPtr<UAttributeSet> Attributes; TObjectPtr<UAttributeSet> Attributes;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Ability System") UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Ability System")
TSubclassOf<UGameplayEffect> DefaultAttributes; TSubclassOf<UGameplayEffect> DefaultVitalAttributes;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Ability System")
TSubclassOf<UGameplayEffect> DefaultPrimaryAttributes;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Ability System")
TSubclassOf<UGameplayEffect> DefaultSecondaryAttributes;
void InitDefaultAttributes(); void InitDefaultAttributes();
#pragma endregion Ability System #pragma endregion Ability System

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@ -78,6 +78,8 @@ void AGasaPlayerController::NetOwner_OnReady()
PlayerChar->Attributes = PS->Attributes; PlayerChar->Attributes = PS->Attributes;
PS->AbilitySystem->InitAbilityActorInfo(PS, PlayerChar); PS->AbilitySystem->InitAbilityActorInfo(PS, PlayerChar);
Cast<UGasaAbilitySystemComp>(PS->AbilitySystem)->OnAbilityActorInfoSet(); Cast<UGasaAbilitySystemComp>(PS->AbilitySystem)->OnAbilityActorInfoSet();
PlayerChar->InitDefaultAttributes();
} }
Cam->AttachToActor(PlayerChar, FAttachmentTransformRules::KeepRelativeTransform); Cam->AttachToActor(PlayerChar, FAttachmentTransformRules::KeepRelativeTransform);
} }

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@ -159,22 +159,6 @@ void gen_attribute_set_from_table( UDataTable* table, FString asset_name )
FORCEINLINE void Set<property>(float NewVal); FORCEINLINE void Set<property>(float NewVal);
))); )));
} }
body.append(fmt_newline);
body.append(fmt_newline);
// Generate initers
for ( TPair< FName, TArray<FAttributeSetField>>& attributes : AttributesByCategory )
for (FAttributeSetField attribute : attributes.Value)
{
body.append(code_fmt("property", (StrC)to_string(attribute.Name),
stringize(
FORCEINLINE void Init<property>(float NewVal)
{
<property>.SetBaseValue(NewVal);
<property>.SetCurrentValue(NewVal);
}
)));
}
} }
body.append(def_pragma(txt("endregion Setters"))); body.append(def_pragma(txt("endregion Setters")));
body.append(fmt_newline); body.append(fmt_newline);