Health and Mana
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6b399f2c91
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@ -2,4 +2,40 @@
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#include "AbilitySystem/AuraAttributeSet.h"
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#include "AbilitySystem/AuraAttributeSet.h"
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#include "AbilitySystemComponent.h"
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#include "Net/UnrealNetwork.h"
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UAuraAttributeSet::UAuraAttributeSet()
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{
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}
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void UAuraAttributeSet::GetLifetimeReplicatedProps(TArray<class FLifetimeProperty>& OutLifetimeProps) const
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{
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME_CONDITION_NOTIFY(UAuraAttributeSet, Health, COND_None, REPNOTIFY_Always)
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DOREPLIFETIME_CONDITION_NOTIFY(UAuraAttributeSet, MaxHealth, COND_None, REPNOTIFY_Always)
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DOREPLIFETIME_CONDITION_NOTIFY(UAuraAttributeSet, Mana, COND_None, REPNOTIFY_Always)
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DOREPLIFETIME_CONDITION_NOTIFY(UAuraAttributeSet, MaxMana, COND_None, REPNOTIFY_Always)
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}
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void UAuraAttributeSet::OnRep_Health(const FGameplayAttributeData& OldHealth) const
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{
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GAMEPLAYATTRIBUTE_REPNOTIFY(UAuraAttributeSet, Health, OldHealth)
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}
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void UAuraAttributeSet::OnRep_MaxHealth(const FGameplayAttributeData& OldMaxHealth) const
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{
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GAMEPLAYATTRIBUTE_REPNOTIFY(UAuraAttributeSet, MaxHealth, OldMaxHealth)
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}
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void UAuraAttributeSet::OnRep_Mana(const FGameplayAttributeData& OldMana) const
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{
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GAMEPLAYATTRIBUTE_REPNOTIFY(UAuraAttributeSet, Mana, OldMana)
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}
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void UAuraAttributeSet::OnRep_MaxMana(const FGameplayAttributeData& OldMaxMana) const
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{
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GAMEPLAYATTRIBUTE_REPNOTIFY(UAuraAttributeSet, MaxMana, OldMaxMana)
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}
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@ -14,4 +14,31 @@ class AURA_API UAuraAttributeSet : public UAttributeSet
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{
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{
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GENERATED_BODY()
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GENERATED_BODY()
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public:
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UAuraAttributeSet ();
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virtual void GetLifetimeReplicatedProps(TArray<class FLifetimeProperty>& OutLifetimeProps) const override;
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UPROPERTY (BlueprintReadOnly, ReplicatedUsing = OnRep_Health, Category = "Vital Attributes")
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FGameplayAttributeData Health;
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UPROPERTY (BlueprintReadOnly, ReplicatedUsing = OnRep_MaxHealth, Category = "Vital Attributes")
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FGameplayAttributeData MaxHealth;
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UPROPERTY (BlueprintReadOnly, ReplicatedUsing = OnRep_Mana, Category = "Vital Attributes")
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FGameplayAttributeData Mana;
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UPROPERTY (BlueprintReadOnly, ReplicatedUsing = OnRep_MaxMana, Category = "Vital Attributes")
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FGameplayAttributeData MaxMana;
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UFUNCTION ()
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void OnRep_Health(const FGameplayAttributeData& OldHealth) const;
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UFUNCTION ()
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void OnRep_MaxHealth(const FGameplayAttributeData& OldMaxHealth) const;
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UFUNCTION ()
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void OnRep_Mana(const FGameplayAttributeData& OldMana) const;
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UFUNCTION ()
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void OnRep_MaxMana(const FGameplayAttributeData& OldMaxMana) const;
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};
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};
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