RealtimeStyleTransferRuntime/Plugins/GameFeatures/TopDownArena/Source/TopDownArenaRuntime/Private/TopDownArenaAttributeSet.h

73 lines
2.3 KiB
C++

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