62 lines
1.9 KiB
C
62 lines
1.9 KiB
C
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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "AttributeSet.h"
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#include "LyraAttributeSet.generated.h"
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class AActor;
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class ULyraAbilitySystemComponent;
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class UObject;
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class UWorld;
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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(FLyraAttributeEvent, AActor* /*EffectInstigator*/, AActor* /*EffectCauser*/, const FGameplayEffectSpec* /*EffectSpec*/, float /*EffectMagnitude*/, float /*OldValue*/, float /*NewValue*/);
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/**
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* ULyraAttributeSet
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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 LYRAGAME_API ULyraAttributeSet : public UAttributeSet
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{
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GENERATED_BODY()
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public:
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ULyraAttributeSet();
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UWorld* GetWorld() const override;
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ULyraAbilitySystemComponent* GetLyraAbilitySystemComponent() const;
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};
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