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4610a9f55f
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6b399f2c91 |
@ -2,4 +2,40 @@
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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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@ -3,9 +3,11 @@
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#include "Character/AuraCharacter.h"
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#include "AbilitySystemComponent.h"
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#include "Camera/CameraComponent.h"
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#include "GameFramework/CharacterMovementComponent.h"
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#include "GameFramework/SpringArmComponent.h"
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#include "Player/AuraPlayerState.h"
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AAuraCharacter::AAuraCharacter()
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{
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@ -35,3 +37,29 @@ AAuraCharacter::AAuraCharacter()
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bUseControllerRotationYaw = false;
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bUseControllerRotationRoll = false;
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}
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void AAuraCharacter::PossessedBy(AController* NewController)
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{
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Super::PossessedBy(NewController);
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// Init ability actor info for the server
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InitAbilityActorInfo();
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}
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void AAuraCharacter::OnRep_PlayerState()
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{
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Super::OnRep_PlayerState();
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// Init ability actor info for the server
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InitAbilityActorInfo();
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}
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void AAuraCharacter::InitAbilityActorInfo()
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{
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AAuraPlayerState *AuraPlayerState = GetPlayerState<AAuraPlayerState>();
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check(AuraPlayerState);
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AuraPlayerState->GetAbilitySystemComponent()->InitAbilityActorInfo(AuraPlayerState, this);
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AbilitySystemComponent = AuraPlayerState->GetAbilitySystemComponent();
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AttributeSet = AuraPlayerState->GetAttributeSet();
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}
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@ -31,3 +31,10 @@ void AAuraEnemy::UnHighlightActor()
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GetMesh()->SetRenderCustomDepth(false);
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Weapon->SetRenderCustomDepth(false);
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}
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void AAuraEnemy::BeginPlay()
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{
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Super::BeginPlay();
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AbilitySystemComponent->InitAbilityActorInfo(this, this);
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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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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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@ -16,6 +16,8 @@ class AURA_API AAuraCharacter : public AAuraCharacterBase
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public:
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AAuraCharacter ();
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virtual void PossessedBy(AController* NewController) override;
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virtual void OnRep_PlayerState() override;
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private:
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UPROPERTY (EditAnywhere)
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@ -23,4 +25,6 @@ private:
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UPROPERTY (EditAnywhere)
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TObjectPtr<UCameraComponent> Camera;
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void InitAbilityActorInfo ();
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};
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@ -19,4 +19,7 @@ public:
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AAuraEnemy ();
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virtual void HighlightActor() override;
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virtual void UnHighlightActor() override;
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protected:
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virtual void BeginPlay() override;
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};
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