File size: 2,553 Bytes
e3db8a9 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 | // Copyright Epic Games, Inc. All Rights Reserved.
#include "TopDownArenaAttributeSet.h"
#include "Net/UnrealNetwork.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(TopDownArenaAttributeSet)
class FLifetimeProperty;
UTopDownArenaAttributeSet::UTopDownArenaAttributeSet()
: BombsRemaining(1.0f)
, BombCapacity(1.0f)
, BombRange(2.0f)
, MovementSpeed(400.0f)
{
}
void UTopDownArenaAttributeSet::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME_CONDITION_NOTIFY(ThisClass, BombsRemaining, COND_None, REPNOTIFY_Always);
DOREPLIFETIME_CONDITION_NOTIFY(ThisClass, BombCapacity, COND_None, REPNOTIFY_Always);
DOREPLIFETIME_CONDITION_NOTIFY(ThisClass, BombRange, COND_None, REPNOTIFY_Always);
DOREPLIFETIME_CONDITION_NOTIFY(ThisClass, MovementSpeed, COND_None, REPNOTIFY_Always);
}
void UTopDownArenaAttributeSet::OnRep_BombsRemaining(const FGameplayAttributeData& OldValue)
{
GAMEPLAYATTRIBUTE_REPNOTIFY(ThisClass, BombsRemaining, OldValue);
}
void UTopDownArenaAttributeSet::OnRep_BombCapacity(const FGameplayAttributeData& OldValue)
{
GAMEPLAYATTRIBUTE_REPNOTIFY(ThisClass, BombCapacity, OldValue);
}
void UTopDownArenaAttributeSet::OnRep_BombRange(const FGameplayAttributeData& OldValue)
{
GAMEPLAYATTRIBUTE_REPNOTIFY(ThisClass, BombRange, OldValue);
}
void UTopDownArenaAttributeSet::OnRep_MovementSpeed(const FGameplayAttributeData& OldValue)
{
GAMEPLAYATTRIBUTE_REPNOTIFY(ThisClass, MovementSpeed, OldValue);
}
void UTopDownArenaAttributeSet::PreAttributeBaseChange(const FGameplayAttribute& Attribute, float& NewValue) const
{
Super::PreAttributeBaseChange(Attribute, NewValue);
ClampAttribute(Attribute, NewValue);
}
void UTopDownArenaAttributeSet::PreAttributeChange(const FGameplayAttribute& Attribute, float& NewValue)
{
Super::PreAttributeChange(Attribute, NewValue);
ClampAttribute(Attribute, NewValue);
}
void UTopDownArenaAttributeSet::ClampAttribute(const FGameplayAttribute& Attribute, float& NewValue) const
{
if (Attribute == GetBombsRemainingAttribute())
{
NewValue = FMath::Clamp(NewValue, 0.0f, GetBombCapacity());
}
else if (Attribute == GetBombCapacityAttribute())
{
NewValue = FMath::Max(NewValue, 1.0f);
}
else if (Attribute == GetBombRangeAttribute())
{
NewValue = FMath::Max(NewValue, 1.0f);
}
else if (Attribute == GetMovementSpeedAttribute())
{
NewValue = FMath::Clamp(NewValue, 200.0f, 800.0f);
}
}
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