// Generated by GasaGen/GasaGen_UGasaAttributeSet.cpp #include "GasaAttributeSet.h" #include "GasaAttributeSet_Inlines.h" #include "AbilitySystemComponent.h" #include "Net/UnrealNetwork.h" #include "Networking/GasaNetLibrary.h" UGasaAttributeSet::UGasaAttributeSet() { InitHealth( 100.f ); InitMaxHealth( 100.f ); InitMana( 50.f ); InitMaxMana( 50.f ); } #pragma region Rep Notifies void UGasaAttributeSet::Client_OnRep_Health( FGameplayAttributeData& PrevHealth ) { // From GAMEPLAYATTRIBUTE_REPNOTIFY static FProperty* UGasaAttributeSetProperty = FindFieldChecked( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Health ) ); GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication( FGameplayAttribute( UGasaAttributeSetProperty ), Health, PrevHealth ); } void UGasaAttributeSet::Client_OnRep_MaxHealth( FGameplayAttributeData& PrevMaxHealth ) { // From GAMEPLAYATTRIBUTE_REPNOTIFY static FProperty* UGasaAttributeSetProperty = FindFieldChecked( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, MaxHealth ) ); GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication( FGameplayAttribute( UGasaAttributeSetProperty ), MaxHealth, PrevMaxHealth ); } void UGasaAttributeSet::Client_OnRep_Mana( FGameplayAttributeData& PrevMana ) { // From GAMEPLAYATTRIBUTE_REPNOTIFY static FProperty* UGasaAttributeSetProperty = FindFieldChecked( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Mana ) ); GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication( FGameplayAttribute( UGasaAttributeSetProperty ), Mana, PrevMana ); } void UGasaAttributeSet::Client_OnRep_MaxMana( FGameplayAttributeData& PrevMaxMana ) { // From GAMEPLAYATTRIBUTE_REPNOTIFY static FProperty* UGasaAttributeSetProperty = FindFieldChecked( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, MaxMana ) ); GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication( FGameplayAttribute( UGasaAttributeSetProperty ), MaxMana, PrevMaxMana ); } #pragma endregion Rep Notifies void UGasaAttributeSet::PreAttributeChange( FGameplayAttribute const& Attribute, float& NewValue ) { Super::PreAttributeChange( Attribute, NewValue ); if ( Attribute == GetHealthAttribute() ) { NewValue = FMath::Clamp( NewValue, 0, GetMaxHealth() ); } if ( Attribute == GetMaxHealthAttribute() ) { NewValue = FMath::Clamp( NewValue, 0, 99999.000000 ); } if ( Attribute == GetManaAttribute() ) { NewValue = FMath::Clamp( NewValue, 0, GetMaxMana() ); } if ( Attribute == GetMaxManaAttribute() ) { NewValue = FMath::Clamp( NewValue, 0, 99999.000000 ); } } void UGasaAttributeSet::GetLifetimeReplicatedProps( TArray& OutLifetimeProps ) const { Super::GetLifetimeReplicatedProps( OutLifetimeProps ); DOREPLIFETIME_DEFAULT_GAS( UGasaAttributeSet, Health ); DOREPLIFETIME_DEFAULT_GAS( UGasaAttributeSet, MaxHealth ); DOREPLIFETIME_DEFAULT_GAS( UGasaAttributeSet, Mana ); DOREPLIFETIME_DEFAULT_GAS( UGasaAttributeSet, MaxMana ); }