// Generated by GasaEditor/GasaGen/GasaGen_AttributeSets.cpp #include "GasaAttributeSet.h" #include "GasaAttributeSet_Inlines.h" #include "EffectProperties.h" #include "AbilitySystemComponent.h" #include "Net/UnrealNetwork.h" #include "Networking/GasaNetLibrary.h" #include "GameplayEffectExtension.h" UGasaAttributeSet::UGasaAttributeSet() {} #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_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_Strength( FGameplayAttributeData& PrevStrength ) { // From GAMEPLAYATTRIBUTE_REPNOTIFY static FProperty* UGasaAttributeSetProperty = FindFieldChecked( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Strength ) ); GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication( FGameplayAttribute( UGasaAttributeSetProperty ), Strength, PrevStrength ); } void UGasaAttributeSet::Client_OnRep_Intelligence( FGameplayAttributeData& PrevIntelligence ) { // From GAMEPLAYATTRIBUTE_REPNOTIFY static FProperty* UGasaAttributeSetProperty = FindFieldChecked( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Intelligence ) ); GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication( FGameplayAttribute( UGasaAttributeSetProperty ), Intelligence, PrevIntelligence ); } void UGasaAttributeSet::Client_OnRep_Resilience( FGameplayAttributeData& PrevResilience ) { // From GAMEPLAYATTRIBUTE_REPNOTIFY static FProperty* UGasaAttributeSetProperty = FindFieldChecked( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Resilience ) ); GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication( FGameplayAttribute( UGasaAttributeSetProperty ), Resilience, PrevResilience ); } void UGasaAttributeSet::Client_OnRep_Vigor( FGameplayAttributeData& PrevVigor ) { // From GAMEPLAYATTRIBUTE_REPNOTIFY static FProperty* UGasaAttributeSetProperty = FindFieldChecked( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Vigor ) ); GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication( FGameplayAttribute( UGasaAttributeSetProperty ), Vigor, PrevVigor ); } 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_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::PostGameplayEffectExecute( FGameplayEffectModCallbackData const& Data ) { Super::PostGameplayEffectExecute( Data ); FEffectProperties Props; Props.Populate( Data ); if ( Data.EvaluatedData.Attribute == GetHealthAttribute() ) { SetHealth( FMath::Clamp( GetHealth(), 0, GetMaxHealth() ) ); } if ( Data.EvaluatedData.Attribute == GetManaAttribute() ) { SetMana( FMath::Clamp( GetMana(), 0, GetMaxMana() ) ); } if ( Data.EvaluatedData.Attribute == GetStrengthAttribute() ) { SetStrength( FMath::Clamp( GetStrength(), 0, 999.000000 ) ); } if ( Data.EvaluatedData.Attribute == GetIntelligenceAttribute() ) { SetIntelligence( FMath::Clamp( GetIntelligence(), 0, 999.000000 ) ); } if ( Data.EvaluatedData.Attribute == GetResilienceAttribute() ) { SetResilience( FMath::Clamp( GetResilience(), 0, 999.000000 ) ); } if ( Data.EvaluatedData.Attribute == GetVigorAttribute() ) { SetVigor( FMath::Clamp( GetVigor(), 0, 999.000000 ) ); } if ( Data.EvaluatedData.Attribute == GetMaxHealthAttribute() ) { SetMaxHealth( FMath::Clamp( GetMaxHealth(), 0, 99999.000000 ) ); } if ( Data.EvaluatedData.Attribute == GetMaxManaAttribute() ) { SetMaxMana( FMath::Clamp( GetMaxMana(), 0, 99999.000000 ) ); } Props.Populate( Data ); } void UGasaAttributeSet::PreAttributeChange( FGameplayAttribute const& Attribute, float& NewValue ) { Super::PreAttributeChange( Attribute, NewValue ); if ( Attribute == GetHealthAttribute() ) { NewValue = FMath::Clamp( NewValue, 0, GetMaxHealth() ); } if ( Attribute == GetManaAttribute() ) { NewValue = FMath::Clamp( NewValue, 0, GetMaxMana() ); } if ( Attribute == GetStrengthAttribute() ) { NewValue = FMath::Clamp( NewValue, 0, 999.000000 ); } if ( Attribute == GetIntelligenceAttribute() ) { NewValue = FMath::Clamp( NewValue, 0, 999.000000 ); } if ( Attribute == GetResilienceAttribute() ) { NewValue = FMath::Clamp( NewValue, 0, 999.000000 ); } if ( Attribute == GetVigorAttribute() ) { NewValue = FMath::Clamp( NewValue, 0, 999.000000 ); } if ( Attribute == GetMaxHealthAttribute() ) { NewValue = FMath::Clamp( NewValue, 0, 99999.000000 ); } 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, Mana ); DOREPLIFETIME_DEFAULT_GAS( UGasaAttributeSet, Strength ); DOREPLIFETIME_DEFAULT_GAS( UGasaAttributeSet, Intelligence ); DOREPLIFETIME_DEFAULT_GAS( UGasaAttributeSet, Resilience ); DOREPLIFETIME_DEFAULT_GAS( UGasaAttributeSet, Vigor ); DOREPLIFETIME_DEFAULT_GAS( UGasaAttributeSet, MaxHealth ); DOREPLIFETIME_DEFAULT_GAS( UGasaAttributeSet, MaxMana ); }