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2026-03-03 01:23:02 +08:00

252 lines
6.7 KiB
C++

// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#include "Attributes/AS_Health.h"
#include "Net/UnrealNetwork.h"
#include "AbilitySystemBlueprintLibrary.h"
#include "GameplayEffectExtension.h"
#include "GGA_GameplayAttributesHelper.h"
#include "GGA_AttributeSystemComponent.h"
namespace AS_Health
{
UE_DEFINE_GAMEPLAY_TAG_COMMENT(Health, TEXT("GGF.Attribute.HealthSet.Health"), "Current health of an actor.(actor的当前生命值)")
UE_DEFINE_GAMEPLAY_TAG_COMMENT(MaxHealth, TEXT("GGF.Attribute.HealthSet.MaxHealth"), "Max health value of an actor.(actor的最大生命值)")
UE_DEFINE_GAMEPLAY_TAG_COMMENT(IncomingHealing, TEXT("GGF.Attribute.HealthSet.IncomingHealing"), "Incoming healing. This is mapped directly to +Health.(即将到来的恢复值,映射为+Health)")
UE_DEFINE_GAMEPLAY_TAG_COMMENT(IncomingDamage, TEXT("GGF.Attribute.HealthSet.IncomingDamage"), "Incoming damage. This is mapped directly to -Health(即将到来的伤害值,映射为-Health)")
}
UAS_Health::UAS_Health()
{
UGGA_GameplayAttributesHelper::RegisterTagToAttribute(AS_Health::Health,GetHealthAttribute());
UGGA_GameplayAttributesHelper::RegisterTagToAttribute(AS_Health::MaxHealth,GetMaxHealthAttribute());
UGGA_GameplayAttributesHelper::RegisterTagToAttribute(AS_Health::IncomingHealing,GetIncomingHealingAttribute());
UGGA_GameplayAttributesHelper::RegisterTagToAttribute(AS_Health::IncomingDamage,GetIncomingDamageAttribute());
}
void UAS_Health::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME_CONDITION_NOTIFY(ThisClass, Health, COND_None, REPNOTIFY_Always);
DOREPLIFETIME_CONDITION_NOTIFY(ThisClass, MaxHealth, COND_None, REPNOTIFY_Always);
}
void UAS_Health::PreAttributeChange(const FGameplayAttribute& Attribute, float& NewValue)
{
Super::PreAttributeChange(Attribute, NewValue);
if (Attribute == GetHealthAttribute())
{
NewValue = FMath::Clamp(NewValue,0,GetMaxHealth());
}
if (AActor* Actor = GetOwningActor())
{
if (UGGA_AttributeSystemComponent* ASS = Actor->FindComponentByClass<UGGA_AttributeSystemComponent>())
{
ASS->ReceivePreAttributeChange(this,Attribute,NewValue);
}
}
}
bool UAS_Health::PreGameplayEffectExecute(FGameplayEffectModCallbackData& Data)
{
if (AActor* Actor = GetOwningActor())
{
if (UGGA_AttributeSystemComponent* ASS = Actor->FindComponentByClass<UGGA_AttributeSystemComponent>())
{
return ASS->ReceivePreGameplayEffectExecute(this, Data);
}
}
return Super::PreGameplayEffectExecute(Data);
}
void UAS_Health::PostAttributeChange(const FGameplayAttribute& Attribute, float OldValue, float NewValue)
{
Super::PostAttributeChange(Attribute, OldValue, NewValue);
if (Attribute == GetMaxHealthAttribute())
{
AdjustAttributeForMaxChange(Health, OldValue, NewValue, GetHealthAttribute());
}
if (AActor* Actor = GetOwningActor())
{
if (UGGA_AttributeSystemComponent* ASS = Actor->FindComponentByClass<UGGA_AttributeSystemComponent>())
{
ASS->ReceivePostAttributeChange(this, Attribute, OldValue, NewValue);
}
}
}
void UAS_Health::PostGameplayEffectExecute(const FGameplayEffectModCallbackData& Data)
{
Super::PostGameplayEffectExecute(Data);
if (Data.EvaluatedData.Attribute == GetHealthAttribute())
{
SetHealth(FMath::Clamp(GetHealth(),0,GetMaxHealth()));
}
if (AActor* Actor = GetOwningActor())
{
if (UGGA_AttributeSystemComponent* ASS = Actor->FindComponentByClass<UGGA_AttributeSystemComponent>())
{
ASS->ReceivePostGameplayEffectExecute(this,Data);
}
}
}
void UAS_Health::AdjustAttributeForMaxChange(FGameplayAttributeData& AffectedAttribute, const FGameplayAttributeData& MaxAttribute, float NewMaxValue,
const FGameplayAttribute& AffectedAttributeProperty)
{
UAbilitySystemComponent* AbilityComp = GetOwningAbilitySystemComponent();
const float CurrentMaxValue = MaxAttribute.GetCurrentValue();
if (!FMath::IsNearlyEqual(CurrentMaxValue, NewMaxValue) && AbilityComp)
{
// Change current value to maintain the current Val / Max percent
const float CurrentValue = AffectedAttribute.GetCurrentValue();
float NewDelta = (CurrentMaxValue > 0.f) ? (CurrentValue * NewMaxValue / CurrentMaxValue) - CurrentValue : NewMaxValue;
AbilityComp->ApplyModToAttributeUnsafe(AffectedAttributeProperty, EGameplayModOp::Additive, NewDelta);
}
}
FGameplayAttribute UAS_Health::Bp_GetHealthAttribute()
{
return ThisClass::GetHealthAttribute();
}
float UAS_Health::Bp_GetHealth() const
{
return GetHealth();
}
void UAS_Health::Bp_SetHealth(float NewValue)
{
SetHealth(NewValue);
}
void UAS_Health::Bp_InitHealth(float NewValue)
{
InitHealth(NewValue);
}
void UAS_Health::OnRep_Health(const FGameplayAttributeData& OldValue)
{
GAMEPLAYATTRIBUTE_REPNOTIFY(ThisClass, Health, OldValue);
if (AActor* Actor = GetOwningActor())
{
if (UGGA_AttributeSystemComponent* ASS = Actor->FindComponentByClass<UGGA_AttributeSystemComponent>())
{
ASS->ReceiveAttributeChange(this,GetHealthAttribute(),GetHealth(),OldValue.GetCurrentValue());
}
}
}
FGameplayAttribute UAS_Health::Bp_GetMaxHealthAttribute()
{
return ThisClass::GetMaxHealthAttribute();
}
float UAS_Health::Bp_GetMaxHealth() const
{
return GetMaxHealth();
}
void UAS_Health::Bp_SetMaxHealth(float NewValue)
{
SetMaxHealth(NewValue);
}
void UAS_Health::Bp_InitMaxHealth(float NewValue)
{
InitMaxHealth(NewValue);
}
void UAS_Health::OnRep_MaxHealth(const FGameplayAttributeData& OldValue)
{
GAMEPLAYATTRIBUTE_REPNOTIFY(ThisClass, MaxHealth, OldValue);
if (AActor* Actor = GetOwningActor())
{
if (UGGA_AttributeSystemComponent* ASS = Actor->FindComponentByClass<UGGA_AttributeSystemComponent>())
{
ASS->ReceiveAttributeChange(this,GetMaxHealthAttribute(),GetMaxHealth(),OldValue.GetCurrentValue());
}
}
}
FGameplayAttribute UAS_Health::Bp_GetIncomingHealingAttribute()
{
return ThisClass::GetIncomingHealingAttribute();
}
float UAS_Health::Bp_GetIncomingHealing() const
{
return GetIncomingHealing();
}
void UAS_Health::Bp_SetIncomingHealing(float NewValue)
{
SetIncomingHealing(NewValue);
}
FGameplayAttribute UAS_Health::Bp_GetIncomingDamageAttribute()
{
return ThisClass::GetIncomingDamageAttribute();
}
float UAS_Health::Bp_GetIncomingDamage() const
{
return GetIncomingDamage();
}
void UAS_Health::Bp_SetIncomingDamage(float NewValue)
{
SetIncomingDamage(NewValue);
}