File size: 3,808 Bytes
7fd553e | 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 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 | // Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "AbilitySystemComponent.h"
#include "LyraAttributeSet.h"
#include "NativeGameplayTags.h"
#include "LyraHealthSet.generated.h"
#define UE_API LYRAGAME_API
class UObject;
struct FFrame;
LYRAGAME_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(TAG_Gameplay_Damage);
LYRAGAME_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(TAG_Gameplay_DamageImmunity);
LYRAGAME_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(TAG_Gameplay_DamageSelfDestruct);
LYRAGAME_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(TAG_Gameplay_FellOutOfWorld);
LYRAGAME_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(TAG_Lyra_Damage_Message);
struct FGameplayEffectModCallbackData;
/**
* ULyraHealthSet
*
* Class that defines attributes that are necessary for taking damage.
* Attribute examples include: health, shields, and resistances.
*/
UCLASS(MinimalAPI, BlueprintType)
class ULyraHealthSet : public ULyraAttributeSet
{
GENERATED_BODY()
public:
UE_API ULyraHealthSet();
ATTRIBUTE_ACCESSORS(ULyraHealthSet, Health);
ATTRIBUTE_ACCESSORS(ULyraHealthSet, MaxHealth);
ATTRIBUTE_ACCESSORS(ULyraHealthSet, Healing);
ATTRIBUTE_ACCESSORS(ULyraHealthSet, Damage);
// Delegate when health changes due to damage/healing, some information may be missing on the client
mutable FLyraAttributeEvent OnHealthChanged;
// Delegate when max health changes
mutable FLyraAttributeEvent OnMaxHealthChanged;
// Delegate to broadcast when the health attribute reaches zero
mutable FLyraAttributeEvent OnOutOfHealth;
protected:
UFUNCTION()
UE_API void OnRep_Health(const FGameplayAttributeData& OldValue);
UFUNCTION()
UE_API void OnRep_MaxHealth(const FGameplayAttributeData& OldValue);
UE_API virtual bool PreGameplayEffectExecute(FGameplayEffectModCallbackData& Data) override;
UE_API virtual void PostGameplayEffectExecute(const FGameplayEffectModCallbackData& Data) override;
UE_API virtual void PreAttributeBaseChange(const FGameplayAttribute& Attribute, float& NewValue) const override;
UE_API virtual void PreAttributeChange(const FGameplayAttribute& Attribute, float& NewValue) override;
UE_API virtual void PostAttributeChange(const FGameplayAttribute& Attribute, float OldValue, float NewValue) override;
UE_API void ClampAttribute(const FGameplayAttribute& Attribute, float& NewValue) const;
private:
// 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.
UPROPERTY(BlueprintReadOnly, ReplicatedUsing = OnRep_Health, Category = "Lyra|Health", Meta = (HideFromModifiers, AllowPrivateAccess = true))
FGameplayAttributeData Health;
// The current max health attribute. Max health is an attribute since gameplay effects can modify it.
UPROPERTY(BlueprintReadOnly, ReplicatedUsing = OnRep_MaxHealth, Category = "Lyra|Health", Meta = (AllowPrivateAccess = true))
FGameplayAttributeData MaxHealth;
// Used to track when the health reaches 0.
bool bOutOfHealth;
// Store the health before any changes
float MaxHealthBeforeAttributeChange;
float HealthBeforeAttributeChange;
// -------------------------------------------------------------------
// Meta Attribute (please keep attributes that aren't 'stateful' below
// -------------------------------------------------------------------
// Incoming healing. This is mapped directly to +Health
UPROPERTY(BlueprintReadOnly, Category="Lyra|Health", Meta=(AllowPrivateAccess=true))
FGameplayAttributeData Healing;
// Incoming damage. This is mapped directly to -Health
UPROPERTY(BlueprintReadOnly, Category="Lyra|Health", Meta=(HideFromModifiers, AllowPrivateAccess=true))
FGameplayAttributeData Damage;
};
#undef UE_API
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