| // Copyright Epic Games, Inc. All Rights Reserved. | |
| class AActor; | |
| class ULyraAbilitySystemComponent; | |
| class UObject; | |
| class UWorld; | |
| struct FGameplayEffectSpec; | |
| /** | |
| * 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); | |
| */ | |
| 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(FLyraAttributeEvent, AActor* /*EffectInstigator*/, AActor* /*EffectCauser*/, const FGameplayEffectSpec* /*EffectSpec*/, float /*EffectMagnitude*/, float /*OldValue*/, float /*NewValue*/); | |
| /** | |
| * ULyraAttributeSet | |
| * | |
| * Base attribute set class for the project. | |
| */ | |
| UCLASS(MinimalAPI) | |
| class ULyraAttributeSet : public UAttributeSet | |
| { | |
| GENERATED_BODY() | |
| public: | |
| UE_API ULyraAttributeSet(); | |
| UE_API UWorld* GetWorld() const override; | |
| UE_API ULyraAbilitySystemComponent* GetLyraAbilitySystemComponent() const; | |
| }; | |