// © 2024 Long Ly. All rights reserved. Any unauthorized use, reproduction, or distribution of this trademark is strictly prohibited and may result in legal action. #pragma once #include "CoreMinimal.h" #include "AbilitySystemComponent.h" #include "OLSAttributeSetBase.h" #include "OLSCombatAttributeSet.generated.h" /** * UOLSCombatAttributeSet * * Class that defines attributes that are necessary for applying damage or healing. * Attribute examples include: damage, healing, attack power, and shield penetrations. */ UCLASS(BlueprintType) class OLS_API UOLSCombatAttributeSet : public UOLSAttributeSetBase { GENERATED_BODY() public: UOLSCombatAttributeSet(); //~ Begin UObject interface. virtual void GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const override; //~ End UObject interface. ATTRIBUTE_ACCESSORS(ThisClass, BaseDamage); ATTRIBUTE_ACCESSORS(ThisClass, BaseHeal); protected: UFUNCTION() void OnRep_BaseDamage(const FGameplayAttributeData& oldValue); UFUNCTION() void OnRep_BaseHeal(const FGameplayAttributeData& oldValue); private: // The base amount of damage to apply in the damage execution. UPROPERTY(BlueprintReadOnly, ReplicatedUsing = OnRep_BaseDamage, Category = "OLS|Combat", Meta = (AllowPrivateAccess = true)) FGameplayAttributeData BaseDamage; // The base amount of healing to apply in the heal execution. UPROPERTY(BlueprintReadOnly, ReplicatedUsing = OnRep_BaseHeal, Category = "OLS|Combat", Meta = (AllowPrivateAccess = true)) FGameplayAttributeData BaseHeal; };