Health and Mana Attributes
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@ -2,3 +2,46 @@
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#include "AbilitySystem/AuraAttributeSet.h"
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#include "Net/UnrealNetwork.h"
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UAuraAttributeSet::UAuraAttributeSet()
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{
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InitHealth(100.f);
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InitMaxHealth(100.f);
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InitMana(50.f);
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InitMaxMana(50.f);
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}
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void UAuraAttributeSet::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
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{
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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#define CON_NOTIFY(Attribute) \
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DOREPLIFETIME_CONDITION_NOTIFY(UAuraAttributeSet, Attribute, COND_None, REPNOTIFY_Always)
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CON_NOTIFY(MaxHealth);
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CON_NOTIFY(MaxMana);
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CON_NOTIFY(Health)
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CON_NOTIFY(Mana);
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}
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void UAuraAttributeSet::OnRep_Health(const FGameplayAttributeData& OldHealth) const
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{
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GAMEPLAYATTRIBUTE_REPNOTIFY(UAuraAttributeSet, Health, OldHealth);
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}
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void UAuraAttributeSet::OnRep_MaxHealth(const FGameplayAttributeData& OldMaxHealth) const
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{
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GAMEPLAYATTRIBUTE_REPNOTIFY(UAuraAttributeSet, MaxHealth, OldMaxHealth);
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}
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void UAuraAttributeSet::OnRep_Mana(const FGameplayAttributeData& OldMana) const
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{
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GAMEPLAYATTRIBUTE_REPNOTIFY(UAuraAttributeSet, Mana, OldMana);
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}
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void UAuraAttributeSet::OnRep_MaxMana(const FGameplayAttributeData& OldMaxMana) const
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{
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GAMEPLAYATTRIBUTE_REPNOTIFY(UAuraAttributeSet, MaxMana, OldMaxMana);
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}
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@ -3,8 +3,16 @@
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#pragma once
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#include "CoreMinimal.h"
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#include "AbilitySystemComponent.h"
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#include "AttributeSet.h"
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#include "AuraAttributeSet.generated.h"
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#define ATTRIBUTE_ACCESSORS(ClassName, PropertyName) \
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GAMEPLAYATTRIBUTE_PROPERTY_GETTER(ClassName, PropertyName) \
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GAMEPLAYATTRIBUTE_VALUE_GETTER(PropertyName) \
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GAMEPLAYATTRIBUTE_VALUE_SETTER(PropertyName) \
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GAMEPLAYATTRIBUTE_VALUE_INITTER(PropertyName)
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/**
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*
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*/
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@ -13,4 +21,42 @@ class AURA_API UAuraAttributeSet : public UAttributeSet
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{
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GENERATED_BODY()
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public:
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UAuraAttributeSet();
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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/**
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* Vital attributes
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*/
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UPROPERTY(BlueprintReadOnly, ReplicatedUsing = OnRep_Health, Category="Vital Attributes")
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FGameplayAttributeData Health;
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ATTRIBUTE_ACCESSORS(UAuraAttributeSet, Health);
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UPROPERTY(BlueprintReadOnly, ReplicatedUsing = OnRep_Mana, Category="Vital Attributes")
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FGameplayAttributeData Mana;
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ATTRIBUTE_ACCESSORS(UAuraAttributeSet, Mana);
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/**
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* Secondary Attributes
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*/
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UPROPERTY(BlueprintReadOnly, ReplicatedUsing = OnRep_MaxHealth, Category="Secondary Attributes")
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FGameplayAttributeData MaxHealth;
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ATTRIBUTE_ACCESSORS(UAuraAttributeSet, MaxHealth);
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UPROPERTY(BlueprintReadOnly, ReplicatedUsing = OnRep_MaxMana, Category="Secondary Attributes")
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FGameplayAttributeData MaxMana;
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ATTRIBUTE_ACCESSORS(UAuraAttributeSet, MaxMana);
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UFUNCTION()
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void OnRep_Health(const FGameplayAttributeData& OldHealth) const;
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UFUNCTION()
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void OnRep_Mana(const FGameplayAttributeData& OldMana) const;
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UFUNCTION()
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void OnRep_MaxHealth(const FGameplayAttributeData& OldMaxHealth) const;
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UFUNCTION()
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void OnRep_MaxMana(const FGameplayAttributeData& OldMaxMana) const;
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};
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