GASATHON/Project/Source/Gasa/AbilitySystem/GasaAttributeSet.cpp
2024-10-22 16:52:42 -04:00

295 lines
13 KiB
C++

// 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<FProperty>( 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<FProperty>( 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<FProperty>( 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<FProperty>( 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<FProperty>( 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<FProperty>( 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<FProperty>( 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<FProperty>( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, MaxMana ) );
GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication( FGameplayAttribute( UGasaAttributeSetProperty ), MaxMana, PrevMaxMana );
}
void UGasaAttributeSet::Client_OnRep_Armor( FGameplayAttributeData& PrevArmor )
{
// From GAMEPLAYATTRIBUTE_REPNOTIFY
static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Armor ) );
GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication( FGameplayAttribute( UGasaAttributeSetProperty ), Armor, PrevArmor );
}
void UGasaAttributeSet::Client_OnRep_ArmorPenentration( FGameplayAttributeData& PrevArmorPenentration )
{
// From GAMEPLAYATTRIBUTE_REPNOTIFY
static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, ArmorPenentration ) );
GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication(
FGameplayAttribute( UGasaAttributeSetProperty ), ArmorPenentration, PrevArmorPenentration
);
}
void UGasaAttributeSet::Client_OnRep_BlockChance( FGameplayAttributeData& PrevBlockChance )
{
// From GAMEPLAYATTRIBUTE_REPNOTIFY
static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, BlockChance ) );
GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication(
FGameplayAttribute( UGasaAttributeSetProperty ), BlockChance, PrevBlockChance
);
}
void UGasaAttributeSet::Client_OnRep_CriticalHitChance( FGameplayAttributeData& PrevCriticalHitChance )
{
// From GAMEPLAYATTRIBUTE_REPNOTIFY
static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, CriticalHitChance ) );
GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication(
FGameplayAttribute( UGasaAttributeSetProperty ), CriticalHitChance, PrevCriticalHitChance
);
}
void UGasaAttributeSet::Client_OnRep_CriticalHitDamage( FGameplayAttributeData& PrevCriticalHitDamage )
{
// From GAMEPLAYATTRIBUTE_REPNOTIFY
static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, CriticalHitDamage ) );
GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication(
FGameplayAttribute( UGasaAttributeSetProperty ), CriticalHitDamage, PrevCriticalHitDamage
);
}
void UGasaAttributeSet::Client_OnRep_CriticalHitResistance( FGameplayAttributeData& PrevCriticalHitResistance )
{
// From GAMEPLAYATTRIBUTE_REPNOTIFY
static FProperty* UGasaAttributeSetProperty =
FindFieldChecked<FProperty>( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, CriticalHitResistance ) );
GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication(
FGameplayAttribute( UGasaAttributeSetProperty ), CriticalHitResistance, PrevCriticalHitResistance
);
}
void UGasaAttributeSet::Client_OnRep_HealthRegeneration( FGameplayAttributeData& PrevHealthRegeneration )
{
// From GAMEPLAYATTRIBUTE_REPNOTIFY
static FProperty* UGasaAttributeSetProperty =
FindFieldChecked<FProperty>( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, HealthRegeneration ) );
GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication(
FGameplayAttribute( UGasaAttributeSetProperty ), HealthRegeneration, PrevHealthRegeneration
);
}
void UGasaAttributeSet::Client_OnRep_ManaRegeneration( FGameplayAttributeData& PrevManaRegeneration )
{
// From GAMEPLAYATTRIBUTE_REPNOTIFY
static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, ManaRegeneration ) );
GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication(
FGameplayAttribute( UGasaAttributeSetProperty ), ManaRegeneration, PrevManaRegeneration
);
}
#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, 300.000000 ) );
}
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 ) );
}
if ( Data.EvaluatedData.Attribute == GetArmorAttribute() )
{
SetArmor( FMath::Clamp( GetArmor(), 0, 999.000000 ) );
}
if ( Data.EvaluatedData.Attribute == GetArmorPenentrationAttribute() )
{
SetArmorPenentration( FMath::Clamp( GetArmorPenentration(), 0, 999.000000 ) );
}
if ( Data.EvaluatedData.Attribute == GetBlockChanceAttribute() )
{
SetBlockChance( FMath::Clamp( GetBlockChance(), 0, 999.000000 ) );
}
if ( Data.EvaluatedData.Attribute == GetCriticalHitChanceAttribute() )
{
SetCriticalHitChance( FMath::Clamp( GetCriticalHitChance(), 0, 999.000000 ) );
}
if ( Data.EvaluatedData.Attribute == GetCriticalHitDamageAttribute() )
{
SetCriticalHitDamage( FMath::Clamp( GetCriticalHitDamage(), 0, 999.000000 ) );
}
if ( Data.EvaluatedData.Attribute == GetCriticalHitResistanceAttribute() )
{
SetCriticalHitResistance( FMath::Clamp( GetCriticalHitResistance(), 0, 999.000000 ) );
}
if ( Data.EvaluatedData.Attribute == GetHealthRegenerationAttribute() )
{
SetHealthRegeneration( FMath::Clamp( GetHealthRegeneration(), 0, 999.000000 ) );
}
if ( Data.EvaluatedData.Attribute == GetManaRegenerationAttribute() )
{
SetManaRegeneration( FMath::Clamp( GetManaRegeneration(), 0, 999.000000 ) );
}
}
void UGasaAttributeSet::PreAttributeChange( FGameplayAttribute const& Attribute, float& NewValue )
{
Super::PreAttributeChange( Attribute, NewValue );
if ( Attribute == GetHealthAttribute() )
{
NewValue = FMath::Clamp( NewValue, 0, 300.000000 );
}
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 );
}
if ( Attribute == GetArmorAttribute() )
{
NewValue = FMath::Clamp( NewValue, 0, 999.000000 );
}
if ( Attribute == GetArmorPenentrationAttribute() )
{
NewValue = FMath::Clamp( NewValue, 0, 999.000000 );
}
if ( Attribute == GetBlockChanceAttribute() )
{
NewValue = FMath::Clamp( NewValue, 0, 999.000000 );
}
if ( Attribute == GetCriticalHitChanceAttribute() )
{
NewValue = FMath::Clamp( NewValue, 0, 999.000000 );
}
if ( Attribute == GetCriticalHitDamageAttribute() )
{
NewValue = FMath::Clamp( NewValue, 0, 999.000000 );
}
if ( Attribute == GetCriticalHitResistanceAttribute() )
{
NewValue = FMath::Clamp( NewValue, 0, 999.000000 );
}
if ( Attribute == GetHealthRegenerationAttribute() )
{
NewValue = FMath::Clamp( NewValue, 0, 999.000000 );
}
if ( Attribute == GetManaRegenerationAttribute() )
{
NewValue = FMath::Clamp( NewValue, 0, 999.000000 );
}
}
void UGasaAttributeSet::GetLifetimeReplicatedProps( TArray<FLifetimeProperty>& 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 );
DOREPLIFETIME_DEFAULT_GAS( UGasaAttributeSet, Armor );
DOREPLIFETIME_DEFAULT_GAS( UGasaAttributeSet, ArmorPenentration );
DOREPLIFETIME_DEFAULT_GAS( UGasaAttributeSet, BlockChance );
DOREPLIFETIME_DEFAULT_GAS( UGasaAttributeSet, CriticalHitChance );
DOREPLIFETIME_DEFAULT_GAS( UGasaAttributeSet, CriticalHitDamage );
DOREPLIFETIME_DEFAULT_GAS( UGasaAttributeSet, CriticalHitResistance );
DOREPLIFETIME_DEFAULT_GAS( UGasaAttributeSet, HealthRegeneration );
DOREPLIFETIME_DEFAULT_GAS( UGasaAttributeSet, ManaRegeneration );
}