OLS/Source/ols/Public/AbilitySystem/Attributes/OLSAttributeSetBase.h

66 lines
2.0 KiB
C++

// © 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 "AttributeSet.h"
#include "OLSAttributeSetBase.generated.h"
/**
* This macro defines a set of helper functions for accessing and initializing attributes.
*
* The following example of the macro:
* ATTRIBUTE_ACCESSORS(ULyraHealthSet, Health)
* will create the following functions:
* static FGameplayAttribute GetHealthAttribute();
* float GetHealth() const;
* void SetHealth(float NewVal);
* void InitHealth(float NewVal);
*/
#define ATTRIBUTE_ACCESSORS(ClassName, PropertyName) \
GAMEPLAYATTRIBUTE_PROPERTY_GETTER(ClassName, PropertyName) \
GAMEPLAYATTRIBUTE_VALUE_GETTER(PropertyName) \
GAMEPLAYATTRIBUTE_VALUE_SETTER(PropertyName) \
GAMEPLAYATTRIBUTE_VALUE_INITTER(PropertyName)
/**
* Delegate used to broadcast attribute events, some of these parameters may be null on clients:
* @param EffectInstigator The original instigating actor for this event
* @param EffectCauser The physical actor that caused the change
* @param EffectSpec The full effect spec for this change
* @param EffectMagnitude The raw magnitude, this is before clamping
* @param OldValue The value of the attribute before it was changed
* @param NewValue The value after it was changed
*/
DECLARE_MULTICAST_DELEGATE_SixParams(
FOLSAttributeEventNativeDelegate,
class AActor* /*effectInstigator*/,
class AActor* /*effectCauser*/,
const struct FGameplayEffectSpec* /*effectSpec*/,
float /*effectMagnitude*/,
float /*oldValue*/,
float /*newValue*/);
/**
* UOLSAttributeSet
*
* Base attribute set class for the project.
*/
UCLASS()
class OLS_API UOLSAttributeSetBase : public UAttributeSet
{
GENERATED_BODY()
public:
UOLSAttributeSetBase();
//~ Begin UObject interface
class UWorld* GetWorld() const override;
//~ End UObject interface
public:
class UOLSAbilitySystemComponent* GetOLSAbilitySystemComponent() const;
};