256 lines
6.6 KiB
C++
256 lines
6.6 KiB
C++
// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
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#include "AbilitySystem/Attributes/AS_Poise.h"
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#include "Net/UnrealNetwork.h"
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#include "AbilitySystemBlueprintLibrary.h"
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#include "GameplayEffectExtension.h"
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#include "GGA_GameplayAttributesHelper.h"
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#include "GGA_AttributeSystemComponent.h"
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namespace AS_Poise
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{
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UE_DEFINE_GAMEPLAY_TAG_COMMENT(Poise, TEXT("GGF.Attribute.PoiseSet.Poise"), "Current Poise value of an actor.(actor的当前抗打击值)")
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UE_DEFINE_GAMEPLAY_TAG_COMMENT(MaxPoise, TEXT("GGF.Attribute.PoiseSet.MaxPoise"), "Max Poise value of an actor.(actor的最大抗打击值)")
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UE_DEFINE_GAMEPLAY_TAG_COMMENT(PoiseRecover, TEXT("GGF.Attribute.PoiseSet.PoiseRecover"), "How many Poise to recover per second.(每秒恢复抗打击值)")
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}
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UAS_Poise::UAS_Poise()
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{
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UGGA_GameplayAttributesHelper::RegisterTagToAttribute(AS_Poise::Poise,GetPoiseAttribute());
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UGGA_GameplayAttributesHelper::RegisterTagToAttribute(AS_Poise::MaxPoise,GetMaxPoiseAttribute());
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UGGA_GameplayAttributesHelper::RegisterTagToAttribute(AS_Poise::PoiseRecover,GetPoiseRecoverAttribute());
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}
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void UAS_Poise::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
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{
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME_CONDITION_NOTIFY(ThisClass, Poise, COND_None, REPNOTIFY_Always);
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DOREPLIFETIME_CONDITION_NOTIFY(ThisClass, MaxPoise, COND_None, REPNOTIFY_Always);
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DOREPLIFETIME_CONDITION_NOTIFY(ThisClass, PoiseRecover, COND_None, REPNOTIFY_Always);
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}
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void UAS_Poise::PreAttributeChange(const FGameplayAttribute& Attribute, float& NewValue)
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{
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Super::PreAttributeChange(Attribute, NewValue);
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if (Attribute == GetPoiseAttribute())
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{
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NewValue = FMath::Clamp(NewValue,0,GetMaxPoise());
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}
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if (AActor* Actor = GetOwningActor())
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{
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if (UGGA_AttributeSystemComponent* ASS = Actor->FindComponentByClass<UGGA_AttributeSystemComponent>())
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{
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ASS->ReceivePreAttributeChange(this,Attribute,NewValue);
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}
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}
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}
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bool UAS_Poise::PreGameplayEffectExecute(FGameplayEffectModCallbackData& Data)
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{
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if (AActor* Actor = GetOwningActor())
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{
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if (UGGA_AttributeSystemComponent* ASS = Actor->FindComponentByClass<UGGA_AttributeSystemComponent>())
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{
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return ASS->ReceivePreGameplayEffectExecute(this, Data);
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}
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}
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return Super::PreGameplayEffectExecute(Data);
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}
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void UAS_Poise::PostAttributeChange(const FGameplayAttribute& Attribute, float OldValue, float NewValue)
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{
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Super::PostAttributeChange(Attribute, OldValue, NewValue);
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if (Attribute == GetMaxPoiseAttribute())
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{
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AdjustAttributeForMaxChange(Poise, OldValue, NewValue, GetPoiseAttribute());
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}
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if (AActor* Actor = GetOwningActor())
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{
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if (UGGA_AttributeSystemComponent* ASS = Actor->FindComponentByClass<UGGA_AttributeSystemComponent>())
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{
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ASS->ReceivePostAttributeChange(this, Attribute, OldValue, NewValue);
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}
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}
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}
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void UAS_Poise::PostGameplayEffectExecute(const FGameplayEffectModCallbackData& Data)
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{
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Super::PostGameplayEffectExecute(Data);
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if (Data.EvaluatedData.Attribute == GetPoiseAttribute())
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{
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SetPoise(FMath::Clamp(GetPoise(),0,GetMaxPoise()));
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}
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if (AActor* Actor = GetOwningActor())
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{
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if (UGGA_AttributeSystemComponent* ASS = Actor->FindComponentByClass<UGGA_AttributeSystemComponent>())
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{
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ASS->ReceivePostGameplayEffectExecute(this,Data);
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}
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}
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}
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void UAS_Poise::AdjustAttributeForMaxChange(FGameplayAttributeData& AffectedAttribute, const FGameplayAttributeData& MaxAttribute, float NewMaxValue,
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const FGameplayAttribute& AffectedAttributeProperty)
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{
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UAbilitySystemComponent* AbilityComp = GetOwningAbilitySystemComponent();
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const float CurrentMaxValue = MaxAttribute.GetCurrentValue();
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if (!FMath::IsNearlyEqual(CurrentMaxValue, NewMaxValue) && AbilityComp)
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{
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// Change current value to maintain the current Val / Max percent
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const float CurrentValue = AffectedAttribute.GetCurrentValue();
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float NewDelta = (CurrentMaxValue > 0.f) ? (CurrentValue * NewMaxValue / CurrentMaxValue) - CurrentValue : NewMaxValue;
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AbilityComp->ApplyModToAttributeUnsafe(AffectedAttributeProperty, EGameplayModOp::Additive, NewDelta);
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}
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}
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FGameplayAttribute UAS_Poise::Bp_GetPoiseAttribute()
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{
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return ThisClass::GetPoiseAttribute();
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}
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float UAS_Poise::Bp_GetPoise() const
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{
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return GetPoise();
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}
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void UAS_Poise::Bp_SetPoise(float NewValue)
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{
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SetPoise(NewValue);
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}
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void UAS_Poise::Bp_InitPoise(float NewValue)
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{
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InitPoise(NewValue);
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}
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void UAS_Poise::OnRep_Poise(const FGameplayAttributeData& OldValue)
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{
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GAMEPLAYATTRIBUTE_REPNOTIFY(ThisClass, Poise, OldValue);
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if (AActor* Actor = GetOwningActor())
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{
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if (UGGA_AttributeSystemComponent* ASS = Actor->FindComponentByClass<UGGA_AttributeSystemComponent>())
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{
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ASS->ReceiveAttributeChange(this,GetPoiseAttribute(),GetPoise(),OldValue.GetCurrentValue());
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}
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}
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}
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FGameplayAttribute UAS_Poise::Bp_GetMaxPoiseAttribute()
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{
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return ThisClass::GetMaxPoiseAttribute();
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}
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float UAS_Poise::Bp_GetMaxPoise() const
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{
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return GetMaxPoise();
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}
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void UAS_Poise::Bp_SetMaxPoise(float NewValue)
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{
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SetMaxPoise(NewValue);
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}
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void UAS_Poise::Bp_InitMaxPoise(float NewValue)
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{
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InitMaxPoise(NewValue);
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}
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void UAS_Poise::OnRep_MaxPoise(const FGameplayAttributeData& OldValue)
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{
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GAMEPLAYATTRIBUTE_REPNOTIFY(ThisClass, MaxPoise, OldValue);
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if (AActor* Actor = GetOwningActor())
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{
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if (UGGA_AttributeSystemComponent* ASS = Actor->FindComponentByClass<UGGA_AttributeSystemComponent>())
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{
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ASS->ReceiveAttributeChange(this,GetMaxPoiseAttribute(),GetMaxPoise(),OldValue.GetCurrentValue());
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}
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}
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}
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FGameplayAttribute UAS_Poise::Bp_GetPoiseRecoverAttribute()
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{
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return ThisClass::GetPoiseRecoverAttribute();
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}
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float UAS_Poise::Bp_GetPoiseRecover() const
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{
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return GetPoiseRecover();
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}
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void UAS_Poise::Bp_SetPoiseRecover(float NewValue)
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{
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SetPoiseRecover(NewValue);
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}
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void UAS_Poise::Bp_InitPoiseRecover(float NewValue)
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{
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InitPoiseRecover(NewValue);
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}
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void UAS_Poise::OnRep_PoiseRecover(const FGameplayAttributeData& OldValue)
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{
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GAMEPLAYATTRIBUTE_REPNOTIFY(ThisClass, PoiseRecover, OldValue);
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if (AActor* Actor = GetOwningActor())
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{
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if (UGGA_AttributeSystemComponent* ASS = Actor->FindComponentByClass<UGGA_AttributeSystemComponent>())
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{
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ASS->ReceiveAttributeChange(this,GetPoiseRecoverAttribute(),GetPoiseRecover(),OldValue.GetCurrentValue());
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}
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}
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}
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