// Generated by GasaEditor/GasaGen/GasaGen_AttributeSets.cpp #pragma once #include "AttributeSet.h" #include "GasaAttributeSet.generated.h" UCLASS() class GASA_API UGasaAttributeSet : public UAttributeSet { GENERATED_BODY() public: UGasaAttributeSet(); // Vital Attributes UPROPERTY( ReplicatedUsing = Client_OnRep_Health, EditAnywhere, BlueprintReadWrite, Category = "Attributes|Vital" ) FGameplayAttributeData Health; UPROPERTY( ReplicatedUsing = Client_OnRep_Mana, EditAnywhere, BlueprintReadWrite, Category = "Attributes|Vital" ) FGameplayAttributeData Mana; // Primary Attributes UPROPERTY( ReplicatedUsing = Client_OnRep_Strength, EditAnywhere, BlueprintReadWrite, Category = "Attributes|Primary" ) FGameplayAttributeData Strength; UPROPERTY( ReplicatedUsing = Client_OnRep_Intelligence, EditAnywhere, BlueprintReadWrite, Category = "Attributes|Primary" ) FGameplayAttributeData Intelligence; UPROPERTY( ReplicatedUsing = Client_OnRep_Resilience, EditAnywhere, BlueprintReadWrite, Category = "Attributes|Primary" ) FGameplayAttributeData Resilience; UPROPERTY( ReplicatedUsing = Client_OnRep_Vigor, EditAnywhere, BlueprintReadWrite, Category = "Attributes|Primary" ) FGameplayAttributeData Vigor; // Secondary Attributes UPROPERTY( ReplicatedUsing = Client_OnRep_MaxHealth, EditAnywhere, BlueprintReadWrite, Category = "Attributes|Secondary" ) FGameplayAttributeData MaxHealth; UPROPERTY( ReplicatedUsing = Client_OnRep_MaxMana, EditAnywhere, BlueprintReadWrite, Category = "Attributes|Secondary" ) FGameplayAttributeData MaxMana; UPROPERTY( ReplicatedUsing = Client_OnRep_Armor, EditAnywhere, BlueprintReadWrite, Category = "Attributes|Secondary" ) FGameplayAttributeData Armor; UPROPERTY( ReplicatedUsing = Client_OnRep_ArmorPenentration, EditAnywhere, BlueprintReadWrite, Category = "Attributes|Secondary" ) FGameplayAttributeData ArmorPenentration; UPROPERTY( ReplicatedUsing = Client_OnRep_BlockChance, EditAnywhere, BlueprintReadWrite, Category = "Attributes|Secondary" ) FGameplayAttributeData BlockChance; UPROPERTY( ReplicatedUsing = Client_OnRep_CriticalHitChance, EditAnywhere, BlueprintReadWrite, Category = "Attributes|Secondary" ) FGameplayAttributeData CriticalHitChance; UPROPERTY( ReplicatedUsing = Client_OnRep_CriticalHitDamage, EditAnywhere, BlueprintReadWrite, Category = "Attributes|Secondary" ) FGameplayAttributeData CriticalHitDamage; UPROPERTY( ReplicatedUsing = Client_OnRep_CriticalHitResistance, EditAnywhere, BlueprintReadWrite, Category = "Attributes|Secondary" ) FGameplayAttributeData CriticalHitResistance; UPROPERTY( ReplicatedUsing = Client_OnRep_HealthRegeneration, EditAnywhere, BlueprintReadWrite, Category = "Attributes|Secondary" ) FGameplayAttributeData HealthRegeneration; UPROPERTY( ReplicatedUsing = Client_OnRep_ManaRegeneration, EditAnywhere, BlueprintReadWrite, Category = "Attributes|Secondary" ) FGameplayAttributeData ManaRegeneration; UFUNCTION() void Client_OnRep_Health( FGameplayAttributeData& PrevHealth ); UFUNCTION() void Client_OnRep_Mana( FGameplayAttributeData& PrevMana ); UFUNCTION() void Client_OnRep_Strength( FGameplayAttributeData& PrevStrength ); UFUNCTION() void Client_OnRep_Intelligence( FGameplayAttributeData& PrevIntelligence ); UFUNCTION() void Client_OnRep_Resilience( FGameplayAttributeData& PrevResilience ); UFUNCTION() void Client_OnRep_Vigor( FGameplayAttributeData& PrevVigor ); UFUNCTION() void Client_OnRep_MaxHealth( FGameplayAttributeData& PrevMaxHealth ); UFUNCTION() void Client_OnRep_MaxMana( FGameplayAttributeData& PrevMaxMana ); UFUNCTION() void Client_OnRep_Armor( FGameplayAttributeData& PrevArmor ); UFUNCTION() void Client_OnRep_ArmorPenentration( FGameplayAttributeData& PrevArmorPenentration ); UFUNCTION() void Client_OnRep_BlockChance( FGameplayAttributeData& PrevBlockChance ); UFUNCTION() void Client_OnRep_CriticalHitChance( FGameplayAttributeData& PrevCriticalHitChance ); UFUNCTION() void Client_OnRep_CriticalHitDamage( FGameplayAttributeData& PrevCriticalHitDamage ); UFUNCTION() void Client_OnRep_CriticalHitResistance( FGameplayAttributeData& PrevCriticalHitResistance ); UFUNCTION() void Client_OnRep_HealthRegeneration( FGameplayAttributeData& PrevHealthRegeneration ); UFUNCTION() void Client_OnRep_ManaRegeneration( FGameplayAttributeData& PrevManaRegeneration ); #pragma region Getters static FGameplayAttribute GetHealthAttribute() { static FProperty* Prop = FindFieldChecked( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Health ) ); return Prop; } static FGameplayAttribute GetManaAttribute() { static FProperty* Prop = FindFieldChecked( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Mana ) ); return Prop; } static FGameplayAttribute GetStrengthAttribute() { static FProperty* Prop = FindFieldChecked( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Strength ) ); return Prop; } static FGameplayAttribute GetIntelligenceAttribute() { static FProperty* Prop = FindFieldChecked( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Intelligence ) ); return Prop; } static FGameplayAttribute GetResilienceAttribute() { static FProperty* Prop = FindFieldChecked( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Resilience ) ); return Prop; } static FGameplayAttribute GetVigorAttribute() { static FProperty* Prop = FindFieldChecked( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Vigor ) ); return Prop; } static FGameplayAttribute GetMaxHealthAttribute() { static FProperty* Prop = FindFieldChecked( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, MaxHealth ) ); return Prop; } static FGameplayAttribute GetMaxManaAttribute() { static FProperty* Prop = FindFieldChecked( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, MaxMana ) ); return Prop; } static FGameplayAttribute GetArmorAttribute() { static FProperty* Prop = FindFieldChecked( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Armor ) ); return Prop; } static FGameplayAttribute GetArmorPenentrationAttribute() { static FProperty* Prop = FindFieldChecked( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, ArmorPenentration ) ); return Prop; } static FGameplayAttribute GetBlockChanceAttribute() { static FProperty* Prop = FindFieldChecked( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, BlockChance ) ); return Prop; } static FGameplayAttribute GetCriticalHitChanceAttribute() { static FProperty* Prop = FindFieldChecked( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, CriticalHitChance ) ); return Prop; } static FGameplayAttribute GetCriticalHitDamageAttribute() { static FProperty* Prop = FindFieldChecked( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, CriticalHitDamage ) ); return Prop; } static FGameplayAttribute GetCriticalHitResistanceAttribute() { static FProperty* Prop = FindFieldChecked( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, CriticalHitResistance ) ); return Prop; } static FGameplayAttribute GetHealthRegenerationAttribute() { static FProperty* Prop = FindFieldChecked( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, HealthRegeneration ) ); return Prop; } static FGameplayAttribute GetManaRegenerationAttribute() { static FProperty* Prop = FindFieldChecked( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, ManaRegeneration ) ); return Prop; } FORCEINLINE float GetHealth() const { return Health.GetCurrentValue(); } FORCEINLINE float GetMana() const { return Mana.GetCurrentValue(); } FORCEINLINE float GetStrength() const { return Strength.GetCurrentValue(); } FORCEINLINE float GetIntelligence() const { return Intelligence.GetCurrentValue(); } FORCEINLINE float GetResilience() const { return Resilience.GetCurrentValue(); } FORCEINLINE float GetVigor() const { return Vigor.GetCurrentValue(); } FORCEINLINE float GetMaxHealth() const { return MaxHealth.GetCurrentValue(); } FORCEINLINE float GetMaxMana() const { return MaxMana.GetCurrentValue(); } FORCEINLINE float GetArmor() const { return Armor.GetCurrentValue(); } FORCEINLINE float GetArmorPenentration() const { return ArmorPenentration.GetCurrentValue(); } FORCEINLINE float GetBlockChance() const { return BlockChance.GetCurrentValue(); } FORCEINLINE float GetCriticalHitChance() const { return CriticalHitChance.GetCurrentValue(); } FORCEINLINE float GetCriticalHitDamage() const { return CriticalHitDamage.GetCurrentValue(); } FORCEINLINE float GetCriticalHitResistance() const { return CriticalHitResistance.GetCurrentValue(); } FORCEINLINE float GetHealthRegeneration() const { return HealthRegeneration.GetCurrentValue(); } FORCEINLINE float GetManaRegeneration() const { return ManaRegeneration.GetCurrentValue(); } #pragma endregion Getters #pragma region Setters FORCEINLINE void SetHealth( float NewVal ); FORCEINLINE void SetMana( float NewVal ); FORCEINLINE void SetStrength( float NewVal ); FORCEINLINE void SetIntelligence( float NewVal ); FORCEINLINE void SetResilience( float NewVal ); FORCEINLINE void SetVigor( float NewVal ); FORCEINLINE void SetMaxHealth( float NewVal ); FORCEINLINE void SetMaxMana( float NewVal ); FORCEINLINE void SetArmor( float NewVal ); FORCEINLINE void SetArmorPenentration( float NewVal ); FORCEINLINE void SetBlockChance( float NewVal ); FORCEINLINE void SetCriticalHitChance( float NewVal ); FORCEINLINE void SetCriticalHitDamage( float NewVal ); FORCEINLINE void SetCriticalHitResistance( float NewVal ); FORCEINLINE void SetHealthRegeneration( float NewVal ); FORCEINLINE void SetManaRegeneration( float NewVal ); #pragma endregion Setters #pragma region AttributeSet void PreAttributeChange( const FGameplayAttribute& Attribute, float& NewValue ) override; void PostGameplayEffectExecute( FGameplayEffectModCallbackData const& Data ) override; #pragma endregion AttributeSet #pragma region UObject void GetLifetimeReplicatedProps( TArray& OutLifetimeProps ) const override; #pragma endregion UObject };