Files
PHY/Source/PHY/Private/AbilitySystem/Attributes/PHYCoreAttributeSet.cpp
2026-04-26 01:30:00 +08:00

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);
}