2022-05-23 18:41:30 +00:00
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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "AbilitySystem/Attributes/LyraAttributeSet.h"
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2022-09-13 07:18:28 +00:00
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#include "AbilitySystemComponent.h"
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#include "AttributeSet.h"
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#include "Misc/AssertionMacros.h"
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#include "UObject/Class.h"
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#include "UObject/UObjectGlobals.h"
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2022-05-23 18:41:30 +00:00
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#include "TopDownArenaAttributeSet.generated.h"
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2022-09-13 07:18:28 +00:00
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class UObject;
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struct FFrame;
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2022-05-23 18:41:30 +00:00
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/**
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* UTopDownArenaAttributeSet
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*
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* Class that defines attributes specific to the top-down arena gameplay mode.
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*/
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UCLASS(BlueprintType)
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class UTopDownArenaAttributeSet : public ULyraAttributeSet
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{
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GENERATED_BODY()
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public:
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UTopDownArenaAttributeSet();
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ATTRIBUTE_ACCESSORS(ThisClass, BombsRemaining);
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ATTRIBUTE_ACCESSORS(ThisClass, BombCapacity);
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ATTRIBUTE_ACCESSORS(ThisClass, BombRange);
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ATTRIBUTE_ACCESSORS(ThisClass, MovementSpeed);
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//~UAttributeSet interface
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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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//~End of UAttributeSet interface
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protected:
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UFUNCTION()
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void OnRep_BombsRemaining(const FGameplayAttributeData& OldValue);
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UFUNCTION()
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void OnRep_BombCapacity(const FGameplayAttributeData& OldValue);
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UFUNCTION()
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void OnRep_BombRange(const FGameplayAttributeData& OldValue);
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UFUNCTION()
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void OnRep_MovementSpeed(const FGameplayAttributeData& OldValue);
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void ClampAttribute(const FGameplayAttribute& Attribute, float& NewValue) const;
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private:
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// The number of bombs remaining
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UPROPERTY(BlueprintReadOnly, ReplicatedUsing=OnRep_BombsRemaining, Category="TopDownArenaGame", Meta=(AllowPrivateAccess=true))
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FGameplayAttributeData BombsRemaining;
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// The maximum number of bombs that can be placed at once
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UPROPERTY(BlueprintReadOnly, ReplicatedUsing=OnRep_BombCapacity, Category="TopDownArenaGame", Meta=(AllowPrivateAccess=true))
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FGameplayAttributeData BombCapacity;
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// The range/radius of bomb blasts
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UPROPERTY(BlueprintReadOnly, ReplicatedUsing=OnRep_BombRange, Category="TopDownArenaGame", Meta=(AllowPrivateAccess=true))
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FGameplayAttributeData BombRange;
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// The range/radius of bomb blasts
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UPROPERTY(BlueprintReadOnly, ReplicatedUsing=OnRep_MovementSpeed, Category="TopDownArenaGame", Meta=(AllowPrivateAccess=true))
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FGameplayAttributeData MovementSpeed;
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};
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