63 lines
2.3 KiB
C++
63 lines
2.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
#include "AbilitySystem/Attributes/PHYCoreAttributeSet.h"
|
|
|
|
#include UE_INLINE_GENERATED_CPP_BY_NAME(PHYCoreAttributeSet)
|
|
|
|
#include "AbilitySystem/Attributes/PHYAttributeSettings.h"
|
|
#include "Net/UnrealNetwork.h"
|
|
|
|
UPHYCoreAttributeSet::UPHYCoreAttributeSet()
|
|
{
|
|
const FPHYCoreAttributeDefaults& Defaults = GetDefault<UPHYAttributeSettings>()->DefaultCoreAttributes;
|
|
|
|
InitStrength(Defaults.Strength);
|
|
InitDexterity(Defaults.Dexterity);
|
|
InitVitality(Defaults.Vitality);
|
|
InitIntelligence(Defaults.Intelligence);
|
|
InitSpirit(Defaults.Spirit);
|
|
InitPerception(Defaults.Perception);
|
|
}
|
|
|
|
void UPHYCoreAttributeSet::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
|
|
{
|
|
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
|
|
|
|
DOREPLIFETIME_CONDITION_NOTIFY(UPHYCoreAttributeSet, Strength, COND_None, REPNOTIFY_Always);
|
|
DOREPLIFETIME_CONDITION_NOTIFY(UPHYCoreAttributeSet, Dexterity, COND_None, REPNOTIFY_Always);
|
|
DOREPLIFETIME_CONDITION_NOTIFY(UPHYCoreAttributeSet, Vitality, COND_None, REPNOTIFY_Always);
|
|
DOREPLIFETIME_CONDITION_NOTIFY(UPHYCoreAttributeSet, Intelligence, COND_None, REPNOTIFY_Always);
|
|
DOREPLIFETIME_CONDITION_NOTIFY(UPHYCoreAttributeSet, Spirit, COND_None, REPNOTIFY_Always);
|
|
DOREPLIFETIME_CONDITION_NOTIFY(UPHYCoreAttributeSet, Perception, COND_None, REPNOTIFY_Always);
|
|
}
|
|
|
|
void UPHYCoreAttributeSet::OnRep_Strength(const FGameplayAttributeData& OldValue)
|
|
{
|
|
GAMEPLAYATTRIBUTE_REPNOTIFY(UPHYCoreAttributeSet, Strength, OldValue);
|
|
}
|
|
|
|
void UPHYCoreAttributeSet::OnRep_Dexterity(const FGameplayAttributeData& OldValue)
|
|
{
|
|
GAMEPLAYATTRIBUTE_REPNOTIFY(UPHYCoreAttributeSet, Dexterity, OldValue);
|
|
}
|
|
|
|
void UPHYCoreAttributeSet::OnRep_Vitality(const FGameplayAttributeData& OldValue)
|
|
{
|
|
GAMEPLAYATTRIBUTE_REPNOTIFY(UPHYCoreAttributeSet, Vitality, OldValue);
|
|
}
|
|
|
|
void UPHYCoreAttributeSet::OnRep_Intelligence(const FGameplayAttributeData& OldValue)
|
|
{
|
|
GAMEPLAYATTRIBUTE_REPNOTIFY(UPHYCoreAttributeSet, Intelligence, OldValue);
|
|
}
|
|
|
|
void UPHYCoreAttributeSet::OnRep_Spirit(const FGameplayAttributeData& OldValue)
|
|
{
|
|
GAMEPLAYATTRIBUTE_REPNOTIFY(UPHYCoreAttributeSet, Spirit, OldValue);
|
|
}
|
|
|
|
void UPHYCoreAttributeSet::OnRep_Perception(const FGameplayAttributeData& OldValue)
|
|
{
|
|
GAMEPLAYATTRIBUTE_REPNOTIFY(UPHYCoreAttributeSet, Perception, OldValue);
|
|
}
|