97 lines
3.8 KiB
C++
97 lines
3.8 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.
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#pragma once
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#include "CoreMinimal.h"
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#include "AbilitySystemComponent.h"
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#include "NativeGameplayTags.h"
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#include "OLSAttributeSetBase.h"
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#include "OLSHealthAttributeSet.generated.h"
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OLS_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(TAG_Gameplay_Damage);
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OLS_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(TAG_Gameplay_DamageImmunity);
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OLS_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(TAG_Gameplay_DamageSelfDestruct);
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OLS_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(TAG_Gameplay_FellOutOfWorld);
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OLS_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(TAG_OLS_Damage_Message);
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/**
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* UOLSHealthAttributeSet
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*
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* Class that defines attributes that are necessary for taking damage.
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* Attribute examples include: health, shields, and resistances.
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*/
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UCLASS(BlueprintType)
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class OLS_API UOLSHealthAttributeSet : public UOLSAttributeSetBase
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{
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GENERATED_BODY()
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public:
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UOLSHealthAttributeSet();
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//~ Begin UObject interface.
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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//~ End UObject interface.
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ATTRIBUTE_ACCESSORS(ThisClass, Health);
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ATTRIBUTE_ACCESSORS(ThisClass, MaxHealth);
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ATTRIBUTE_ACCESSORS(ThisClass, Healing);
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ATTRIBUTE_ACCESSORS(ThisClass, Damage);
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// Delegate when health changes due to damage/healing, some information may be missing on the client
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mutable FOLSAttributeEventNativeDelegate OnHealthChanged;
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// Delegate when max health changes
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mutable FOLSAttributeEventNativeDelegate OnMaxHealthChanged;
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// Delegate to broadcast when the health attribute reaches zero
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mutable FOLSAttributeEventNativeDelegate OnOutOfHealth;
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protected:
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UFUNCTION()
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void OnRep_Health(const FGameplayAttributeData& oldValue);
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UFUNCTION()
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void OnRep_MaxHealth(const FGameplayAttributeData& OldValue);
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virtual bool PreGameplayEffectExecute(FGameplayEffectModCallbackData& data) override;
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virtual void PostGameplayEffectExecute(const FGameplayEffectModCallbackData& Data) override;
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virtual void PreAttributeBaseChange(const FGameplayAttribute& attribute, float& newValue) const override;
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virtual void PreAttributeChange(const FGameplayAttribute& attribute, float& newValue) override;
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virtual void PostAttributeChange(const FGameplayAttribute& attribute, float oldValue, float newValue) override;
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void ClampAttribute(const FGameplayAttribute& attribute, float& outNewValue) const;
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private:
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// The current health attribute. The health will be capped by the max health attribute. Health is hidden from modifiers so only executions can modify it.
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UPROPERTY(BlueprintReadOnly, ReplicatedUsing = OnRep_Health, Category = "OLS|Health", Meta = (HideFromModifiers, AllowPrivateAccess = true))
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FGameplayAttributeData Health;
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// The current max health attribute. Max health is an attribute since gameplay effects can modify it.
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UPROPERTY(BlueprintReadOnly, ReplicatedUsing = OnRep_MaxHealth, Category = "OLS|Health", Meta = (AllowPrivateAccess = true))
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FGameplayAttributeData MaxHealth;
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// Used to track when the health reaches 0.
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uint8 bIsOutOfHealth : 1 = false;
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// Store the health before any changes
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float MaxHealthBeforeAttributeChange = 0.f;
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float HealthBeforeAttributeChange = 0.f
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;
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// -------------------------------------------------------------------
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// Meta Attribute (please keep attributes that aren't 'stateful' below
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// -------------------------------------------------------------------
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// Incoming healing. This is mapped directly to +Health
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UPROPERTY(BlueprintReadOnly, Category="Lyra|Health", Meta=(AllowPrivateAccess=true))
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FGameplayAttributeData Healing;
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// Incoming damage. This is mapped directly to -Health
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UPROPERTY(BlueprintReadOnly, Category="Lyra|Health", Meta=(HideFromModifiers, AllowPrivateAccess=true))
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FGameplayAttributeData Damage;
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};
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