GASATHON/Project/Source/Gasa/AbilitySystem/GasaAttributeSet.cpp

83 lines
3.2 KiB
C++

// Generated by GasaGen/GasaGen_UGasaAttributeSet.cpp
#include "GasaAttributeSet.h"
#include "GasaAttributeSet_Inlines.h"
#include "EffectProperties.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<FProperty>( 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<FProperty>( 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<FProperty>( 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<FProperty>( 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 );
}
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<FLifetimeProperty>& 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 );
}