210 lines
5.3 KiB
C++
210 lines
5.3 KiB
C++
// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
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#include "Attributes/AS_Mana.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_Mana
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{
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UE_DEFINE_GAMEPLAY_TAG_COMMENT(Mana, TEXT("GGF.Attribute.ManaSet.Mana"), "Current mana of an actor.(actor的当前魔法值)")
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UE_DEFINE_GAMEPLAY_TAG_COMMENT(MaxMana, TEXT("GGF.Attribute.ManaSet.MaxMana"), "Max mana value of an actor.(actor的最大魔法值)")
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}
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UAS_Mana::UAS_Mana()
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{
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UGGA_GameplayAttributesHelper::RegisterTagToAttribute(AS_Mana::Mana,GetManaAttribute());
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UGGA_GameplayAttributesHelper::RegisterTagToAttribute(AS_Mana::MaxMana,GetMaxManaAttribute());
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}
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void UAS_Mana::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
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{
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME_CONDITION_NOTIFY(ThisClass, Mana, COND_None, REPNOTIFY_Always);
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DOREPLIFETIME_CONDITION_NOTIFY(ThisClass, MaxMana, COND_None, REPNOTIFY_Always);
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}
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void UAS_Mana::PreAttributeChange(const FGameplayAttribute& Attribute, float& NewValue)
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{
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Super::PreAttributeChange(Attribute, NewValue);
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if (Attribute == GetManaAttribute())
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{
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NewValue = FMath::Clamp(NewValue,0,GetMaxMana());
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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_Mana::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_Mana::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 == GetMaxManaAttribute())
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{
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AdjustAttributeForMaxChange(Mana, OldValue, NewValue, GetManaAttribute());
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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_Mana::PostGameplayEffectExecute(const FGameplayEffectModCallbackData& Data)
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{
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Super::PostGameplayEffectExecute(Data);
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if (Data.EvaluatedData.Attribute == GetManaAttribute())
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{
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SetMana(FMath::Clamp(GetMana(),0,GetMaxMana()));
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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_Mana::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_Mana::Bp_GetManaAttribute()
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{
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return ThisClass::GetManaAttribute();
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}
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float UAS_Mana::Bp_GetMana() const
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{
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return GetMana();
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}
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void UAS_Mana::Bp_SetMana(float NewValue)
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{
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SetMana(NewValue);
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}
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void UAS_Mana::Bp_InitMana(float NewValue)
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{
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InitMana(NewValue);
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}
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void UAS_Mana::OnRep_Mana(const FGameplayAttributeData& OldValue)
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{
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GAMEPLAYATTRIBUTE_REPNOTIFY(ThisClass, Mana, 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,GetManaAttribute(),GetMana(),OldValue.GetCurrentValue());
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}
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}
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}
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FGameplayAttribute UAS_Mana::Bp_GetMaxManaAttribute()
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{
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return ThisClass::GetMaxManaAttribute();
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}
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float UAS_Mana::Bp_GetMaxMana() const
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{
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return GetMaxMana();
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}
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void UAS_Mana::Bp_SetMaxMana(float NewValue)
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{
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SetMaxMana(NewValue);
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}
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void UAS_Mana::Bp_InitMaxMana(float NewValue)
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{
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InitMaxMana(NewValue);
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}
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void UAS_Mana::OnRep_MaxMana(const FGameplayAttributeData& OldValue)
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{
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GAMEPLAYATTRIBUTE_REPNOTIFY(ThisClass, MaxMana, 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,GetMaxManaAttribute(),GetMaxMana(),OldValue.GetCurrentValue());
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}
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}
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}
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