Aura/Source/Aura/Private/AbilitySystem/AuraAttributeSet.cpp
2025-08-31 16:29:18 -05:00

45 lines
1.4 KiB
C++

// Copyright; GhostPacket Games
#include "AbilitySystem/AuraAttributeSet.h"
#include "Net/UnrealNetwork.h"
UAuraAttributeSet::UAuraAttributeSet()
{
InitHealth(100.f);
InitMaxHealth(100.f);
InitMana(50.f);
InitMaxMana(50.f);
}
void UAuraAttributeSet::GetLifetimeReplicatedProps(TArray<class FLifetimeProperty>& OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME_CONDITION_NOTIFY(UAuraAttributeSet, Health, COND_None, REPNOTIFY_Always)
DOREPLIFETIME_CONDITION_NOTIFY(UAuraAttributeSet, MaxHealth, COND_None, REPNOTIFY_Always)
DOREPLIFETIME_CONDITION_NOTIFY(UAuraAttributeSet, Mana, COND_None, REPNOTIFY_Always)
DOREPLIFETIME_CONDITION_NOTIFY(UAuraAttributeSet, MaxMana, COND_None, REPNOTIFY_Always)
}
void UAuraAttributeSet::OnRep_Health(const FGameplayAttributeData& OldHealth) const
{
GAMEPLAYATTRIBUTE_REPNOTIFY(UAuraAttributeSet, Health, OldHealth)
}
void UAuraAttributeSet::OnRep_MaxHealth(const FGameplayAttributeData& OldMaxHealth) const
{
GAMEPLAYATTRIBUTE_REPNOTIFY(UAuraAttributeSet, MaxHealth, OldMaxHealth)
}
void UAuraAttributeSet::OnRep_Mana(const FGameplayAttributeData& OldMana) const
{
GAMEPLAYATTRIBUTE_REPNOTIFY(UAuraAttributeSet, Mana, OldMana)
}
void UAuraAttributeSet::OnRep_MaxMana(const FGameplayAttributeData& OldMaxMana) const
{
GAMEPLAYATTRIBUTE_REPNOTIFY(UAuraAttributeSet, MaxMana, OldMaxMana)
}