| // Copyright Epic Games, Inc. All Rights Reserved. | |
| class UObject; | |
| struct FFrame; | |
| /** | |
| * ULyraCombatSet | |
| * | |
| * Class that defines attributes that are necessary for applying damage or healing. | |
| * Attribute examples include: damage, healing, attack power, and shield penetrations. | |
| */ | |
| UCLASS(BlueprintType) | |
| class ULyraCombatSet : public ULyraAttributeSet | |
| { | |
| GENERATED_BODY() | |
| public: | |
| ULyraCombatSet(); | |
| ATTRIBUTE_ACCESSORS(ULyraCombatSet, BaseDamage); | |
| ATTRIBUTE_ACCESSORS(ULyraCombatSet, BaseHeal); | |
| protected: | |
| UFUNCTION() | |
| void OnRep_BaseDamage(const FGameplayAttributeData& OldValue); | |
| UFUNCTION() | |
| void OnRep_BaseHeal(const FGameplayAttributeData& OldValue); | |
| private: | |
| // The base amount of damage to apply in the damage execution. | |
| UPROPERTY(BlueprintReadOnly, ReplicatedUsing = OnRep_BaseDamage, Category = "Lyra|Combat", Meta = (AllowPrivateAccess = true)) | |
| FGameplayAttributeData BaseDamage; | |
| // The base amount of healing to apply in the heal execution. | |
| UPROPERTY(BlueprintReadOnly, ReplicatedUsing = OnRep_BaseHeal, Category = "Lyra|Combat", Meta = (AllowPrivateAccess = true)) | |
| FGameplayAttributeData BaseHeal; | |
| }; | |