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