Payback 0.0.1
CK Graduation Project
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BaseAttributeSet.h 파일 참조
#include "CoreMinimal.h"
#include "AttributeSet.h"
#include "AbilitySystemComponent.h"
#include "BaseAttributeSet.generated.h"
BaseAttributeSet.h에 대한 include 의존 그래프
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클래스

class  UBaseAttributeSet
 

매크로

#define ATTRIBUTE_ACCESSORS(ClassName, PropertyName)
 

함수

 DECLARE_DYNAMIC_MULTICAST_DELEGATE (FDeathDelegate)
 
 DECLARE_DYNAMIC_MULTICAST_DELEGATE_ThreeParams (FOnDamageTakenDelegate, AActor *, TargetActor, float, DamageAmount, bool, bIsCritical)
 

매크로 문서화

◆ ATTRIBUTE_ACCESSORS

#define ATTRIBUTE_ACCESSORS (   ClassName,
  PropertyName 
)
값:
GAMEPLAYATTRIBUTE_PROPERTY_GETTER(ClassName, PropertyName) \
GAMEPLAYATTRIBUTE_VALUE_GETTER(PropertyName) \
GAMEPLAYATTRIBUTE_VALUE_SETTER(PropertyName) \
GAMEPLAYATTRIBUTE_VALUE_INITTER(PropertyName)
19 : public UAttributeSet
20{
21 GENERATED_BODY()
22
23public:
25
26 virtual void PreAttributeChange(const FGameplayAttribute& Attribute, float& NewValue) override;
27 virtual void PostGameplayEffectExecute(const struct FGameplayEffectModCallbackData& Data) override;
28
29 // 초기화 헬퍼 함수
30 void InitBaseStats(float InMaxHealth, float InMoveSpeed, float InAttack, float InAttackSpeed, float InStunDuration);
31
38 ATTRIBUTE_ACCESSORS(UBaseAttributeSet, DamageIsCritical)
40
41 mutable FDeathDelegate OnDeathDelegate;
42 FOnDamageTakenDelegate OnDamageDelegate;
43
44public:
45 bool bOutOfHealth = false;
46 UPROPERTY(BlueprintReadOnly, Category = "Stat", meta = (AllowPrivateAccess = true))
47 FGameplayAttributeData Health;
48
49 UPROPERTY(BlueprintReadOnly, Category = "Stat", meta = (AllowPrivateAccess = true))
50 FGameplayAttributeData MaxHealth;
51
52 UPROPERTY(BlueprintReadOnly, Category = "Stat", meta = (AllowPrivateAccess = true))
53 FGameplayAttributeData MoveSpeed;
54
55 UPROPERTY(BlueprintReadOnly, Category = "Stat", meta = (AllowPrivateAccess = true))
56 FGameplayAttributeData Attack;
57
58 UPROPERTY(BlueprintReadOnly, Category = "Stat", meta = (AllowPrivateAccess = true))
59 FGameplayAttributeData AttackSpeed;
60
61 UPROPERTY(BlueprintReadOnly, Category = "Stat", meta = (HideFromModifiers))
62 FGameplayAttributeData Damage;
63
64 UPROPERTY(BlueprintReadOnly, Category = "Damage", meta = (HideFromModifiers))
65 FGameplayAttributeData DamageIsCritical;
66
67 UPROPERTY(BlueprintReadOnly, Category = "Stat", meta = (AllowPrivateAccess = true))
68 FGameplayAttributeData StunDuration;
69}
#define ATTRIBUTE_ACCESSORS(ClassName, PropertyName)
Definition BaseAttributeSet.h:13
Definition BaseAttributeSet.h:21

함수 문서화

◆ DECLARE_DYNAMIC_MULTICAST_DELEGATE()

DECLARE_DYNAMIC_MULTICAST_DELEGATE ( FDeathDelegate  )

◆ DECLARE_DYNAMIC_MULTICAST_DELEGATE_ThreeParams()

DECLARE_DYNAMIC_MULTICAST_DELEGATE_ThreeParams ( FOnDamageTakenDelegate  ,
AActor *  ,
TargetActor  ,
float  ,
DamageAmount  ,
bool  ,
bIsCritical   
)