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