// Generated by GasaEditor/GasaGen/GasaGen_AttributeSets.cpp #pragma once #include "GasaAttributeSet.h" #include "AbilitySystemComponent.h" #pragma region Attribute Setters FORCEINLINE void UGasaAttributeSet::SetHealth( float NewVal ) { UAbilitySystemComponent* AbilityComp = GetOwningAbilitySystemComponent(); if ( ensure( AbilityComp ) ) { AbilityComp->SetNumericAttributeBase( GetHealthAttribute(), NewVal ); }; } FORCEINLINE void UGasaAttributeSet::SetMana( float NewVal ) { UAbilitySystemComponent* AbilityComp = GetOwningAbilitySystemComponent(); if ( ensure( AbilityComp ) ) { AbilityComp->SetNumericAttributeBase( GetManaAttribute(), NewVal ); }; } FORCEINLINE void UGasaAttributeSet::SetStrength( float NewVal ) { UAbilitySystemComponent* AbilityComp = GetOwningAbilitySystemComponent(); if ( ensure( AbilityComp ) ) { AbilityComp->SetNumericAttributeBase( GetStrengthAttribute(), NewVal ); }; } FORCEINLINE void UGasaAttributeSet::SetIntelligence( float NewVal ) { UAbilitySystemComponent* AbilityComp = GetOwningAbilitySystemComponent(); if ( ensure( AbilityComp ) ) { AbilityComp->SetNumericAttributeBase( GetIntelligenceAttribute(), NewVal ); }; } FORCEINLINE void UGasaAttributeSet::SetResilience( float NewVal ) { UAbilitySystemComponent* AbilityComp = GetOwningAbilitySystemComponent(); if ( ensure( AbilityComp ) ) { AbilityComp->SetNumericAttributeBase( GetResilienceAttribute(), NewVal ); }; } FORCEINLINE void UGasaAttributeSet::SetVigor( float NewVal ) { UAbilitySystemComponent* AbilityComp = GetOwningAbilitySystemComponent(); if ( ensure( AbilityComp ) ) { AbilityComp->SetNumericAttributeBase( GetVigorAttribute(), NewVal ); }; } FORCEINLINE void UGasaAttributeSet::SetMaxHealth( float NewVal ) { UAbilitySystemComponent* AbilityComp = GetOwningAbilitySystemComponent(); if ( ensure( AbilityComp ) ) { AbilityComp->SetNumericAttributeBase( GetMaxHealthAttribute(), NewVal ); }; } FORCEINLINE void UGasaAttributeSet::SetMaxMana( float NewVal ) { UAbilitySystemComponent* AbilityComp = GetOwningAbilitySystemComponent(); if ( ensure( AbilityComp ) ) { AbilityComp->SetNumericAttributeBase( GetMaxManaAttribute(), NewVal ); }; } FORCEINLINE void UGasaAttributeSet::SetArmor( float NewVal ) { UAbilitySystemComponent* AbilityComp = GetOwningAbilitySystemComponent(); if ( ensure( AbilityComp ) ) { AbilityComp->SetNumericAttributeBase( GetArmorAttribute(), NewVal ); }; } FORCEINLINE void UGasaAttributeSet::SetArmorPenentration( float NewVal ) { UAbilitySystemComponent* AbilityComp = GetOwningAbilitySystemComponent(); if ( ensure( AbilityComp ) ) { AbilityComp->SetNumericAttributeBase( GetArmorPenentrationAttribute(), NewVal ); }; } FORCEINLINE void UGasaAttributeSet::SetBlockChance( float NewVal ) { UAbilitySystemComponent* AbilityComp = GetOwningAbilitySystemComponent(); if ( ensure( AbilityComp ) ) { AbilityComp->SetNumericAttributeBase( GetBlockChanceAttribute(), NewVal ); }; } FORCEINLINE void UGasaAttributeSet::SetCriticalHitChance( float NewVal ) { UAbilitySystemComponent* AbilityComp = GetOwningAbilitySystemComponent(); if ( ensure( AbilityComp ) ) { AbilityComp->SetNumericAttributeBase( GetCriticalHitChanceAttribute(), NewVal ); }; } FORCEINLINE void UGasaAttributeSet::SetCriticalHitDamage( float NewVal ) { UAbilitySystemComponent* AbilityComp = GetOwningAbilitySystemComponent(); if ( ensure( AbilityComp ) ) { AbilityComp->SetNumericAttributeBase( GetCriticalHitDamageAttribute(), NewVal ); }; } FORCEINLINE void UGasaAttributeSet::SetCriticalHitResistance( float NewVal ) { UAbilitySystemComponent* AbilityComp = GetOwningAbilitySystemComponent(); if ( ensure( AbilityComp ) ) { AbilityComp->SetNumericAttributeBase( GetCriticalHitResistanceAttribute(), NewVal ); }; } FORCEINLINE void UGasaAttributeSet::SetHealthRegeneration( float NewVal ) { UAbilitySystemComponent* AbilityComp = GetOwningAbilitySystemComponent(); if ( ensure( AbilityComp ) ) { AbilityComp->SetNumericAttributeBase( GetHealthRegenerationAttribute(), NewVal ); }; } FORCEINLINE void UGasaAttributeSet::SetManaRegeneration( float NewVal ) { UAbilitySystemComponent* AbilityComp = GetOwningAbilitySystemComponent(); if ( ensure( AbilityComp ) ) { AbilityComp->SetNumericAttributeBase( GetManaRegenerationAttribute(), NewVal ); }; } #pragma endregion Attribute Setters namespace Gasa { inline UGasaAttributeSet const* GetAttributeSet( UAbilitySystemComponent* ASC ) { return Cast( ASC->GetAttributeSet( UGasaAttributeSet::StaticClass() ) ); } }