55 lines
1.5 KiB
C++
55 lines
1.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "AttributeSet.h"
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#include "AbilitySystemComponent.h"
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#include "LyraAttributeSet.generated.h"
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class ULyraAbilitySystemComponent;
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struct FGameplayEffectSpec;
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/**
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* This macro defines a set of helper functions for accessing and initializing attributes.
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*
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* The following example of the macro:
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* ATTRIBUTE_ACCESSORS(ULyraHealthSet, Health)
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* will create the following functions:
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* static FGameplayAttribute GetHealthAttribute();
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* float GetHealth() const;
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* void SetHealth(float NewVal);
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* void InitHealth(float NewVal);
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*/
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#define ATTRIBUTE_ACCESSORS(ClassName, PropertyName) \
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GAMEPLAYATTRIBUTE_PROPERTY_GETTER(ClassName, PropertyName) \
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GAMEPLAYATTRIBUTE_VALUE_GETTER(PropertyName) \
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GAMEPLAYATTRIBUTE_VALUE_SETTER(PropertyName) \
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GAMEPLAYATTRIBUTE_VALUE_INITTER(PropertyName)
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// Delegate used to broadcast attribute events.
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DECLARE_MULTICAST_DELEGATE_FourParams(FLyraAttributeEvent, AActor* /*EffectInstigator*/, AActor* /*EffectCauser*/, const FGameplayEffectSpec& /*EffectSpec*/, float /*EffectMagnitude*/);
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/**
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* ULyraAttributeSet
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*
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* Base attribute set class for the project.
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*/
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UCLASS()
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class LYRAGAME_API ULyraAttributeSet : public UAttributeSet
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{
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GENERATED_BODY()
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public:
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ULyraAttributeSet();
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UWorld* GetWorld() const override;
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ULyraAbilitySystemComponent* GetLyraAbilitySystemComponent() const;
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};
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