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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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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2022-05-23 18:41:30 +00:00
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#include "LyraAttributeSet.h"
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2022-09-13 07:18:28 +00:00
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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 "LyraCombatSet.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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* ULyraCombatSet
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*
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* Class that defines attributes that are necessary for applying damage or healing.
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* Attribute examples include: damage, healing, attack power, and shield penetrations.
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*/
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UCLASS(BlueprintType)
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class ULyraCombatSet : public ULyraAttributeSet
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{
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GENERATED_BODY()
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public:
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ULyraCombatSet();
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ATTRIBUTE_ACCESSORS(ULyraCombatSet, BaseDamage);
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ATTRIBUTE_ACCESSORS(ULyraCombatSet, BaseHeal);
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protected:
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UFUNCTION()
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void OnRep_BaseDamage(const FGameplayAttributeData& OldValue);
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UFUNCTION()
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void OnRep_BaseHeal(const FGameplayAttributeData& OldValue);
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private:
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// The base amount of damage to apply in the damage execution.
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UPROPERTY(BlueprintReadOnly, ReplicatedUsing = OnRep_BaseDamage, Category = "Lyra|Combat", Meta = (AllowPrivateAccess = true))
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FGameplayAttributeData BaseDamage;
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// The base amount of healing to apply in the heal execution.
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UPROPERTY(BlueprintReadOnly, ReplicatedUsing = OnRep_BaseHeal, Category = "Lyra|Combat", Meta = (AllowPrivateAccess = true))
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FGameplayAttributeData BaseHeal;
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};
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