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