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

66 lines
2.3 KiB
C++

// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "AttributeSet.h"
#include "AbilitySystemComponent.h"
#include "GGA_AttributeSet.generated.h"
class UGGA_AbilitySystemComponent;
struct FGameplayEffectSpec;
/**
* This macro defines a set of helper functions for accessing and initializing attributes.
*
* The following example of the macro:
* ATTRIBUTE_ACCESSORS(ULyraHealthSet, Health)
* will create the following functions:
* static FGameplayAttribute GetHealthAttribute();
* float GetHealth() const;
* void SetHealth(float NewVal);
* void InitHealth(float NewVal);
*/
#define ATTRIBUTE_ACCESSORS(ClassName, PropertyName) \
GAMEPLAYATTRIBUTE_PROPERTY_GETTER(ClassName, PropertyName) \
GAMEPLAYATTRIBUTE_VALUE_GETTER(PropertyName) \
GAMEPLAYATTRIBUTE_VALUE_SETTER(PropertyName) \
GAMEPLAYATTRIBUTE_VALUE_INITTER(PropertyName)
/**
* Delegate used to broadcast attribute events, some of these parameters may be null on clients:
* @param EffectInstigator The original instigating actor for this event
* @param EffectCauser The physical actor that caused the change
* @param EffectSpec The full effect spec for this change
* @param EffectMagnitude The raw magnitude, this is before clamping
* @param OldValue The value of the attribute before it was changed
* @param NewValue The value after it was changed
*/
DECLARE_MULTICAST_DELEGATE_SixParams(FGGA_AttributeEvent, AActor* /*EffectInstigator*/, AActor* /*EffectCauser*/, const FGameplayEffectSpec* /*EffectSpec*/, float /*EffectMagnitude*/,
float /*OldValue*/, float /*NewValue*/);
// typedef is specific to the FGameplayAttribute() signature, but TStaticFunPtr is generic to any signature chosen
//typedef TBaseStaticDelegateInstance<FGameplayAttribute(), FDefaultDelegateUserPolicy>::FFuncPtr FAttributeFuncPtr;
template <class T>
using TStaticFuncPtr = typename TBaseStaticDelegateInstance<T, FDefaultDelegateUserPolicy>::FFuncPtr;
/**
* UGGA_AttributeSet
*
* Base attribute set class for the project.
*/
UCLASS()
class GENERICGAMEPLAYABILITIES_API UGGA_AttributeSet : public UAttributeSet
{
GENERATED_BODY()
public:
UGGA_AttributeSet();
UWorld* GetWorld() const override;
UGGA_AbilitySystemComponent* GetGGA_AbilitySystemComponent() const;
};