Payback 0.0.1
CK Graduation Project
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PlayerAttributeSet.h
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1// Fill out your copyright notice in the Description page of Project Settings.
2
3#pragma once
4
5#include "CoreMinimal.h"
7#include "PlayerAttributeSet.generated.h"
8
9UCLASS()
10class CK_UE_API UPlayerAttributeSet : public UBaseAttributeSet
11{
12 GENERATED_BODY()
13public:
15
16 void InitPlayerStats(float InCritical, float InCriticalDmg, float InLifeSteal, float InKnockback,
17 float InSoulGauge, float InSoulGaugeMax, float InSoulGaugeCost);
18
26
27public:
28 UPROPERTY(BlueprintReadOnly, Category = "Stat", meta = (AllowPrivateAccess = true))
29 FGameplayAttributeData Critical;
30
31 UPROPERTY(BlueprintReadOnly, Category = "Stat", meta = (AllowPrivateAccess = true))
32 FGameplayAttributeData Critical_Dmg;
33
34 UPROPERTY(BlueprintReadOnly, Category = "Stat", meta = (AllowPrivateAccess = true))
35 FGameplayAttributeData Life_Steal;
36
37 UPROPERTY(BlueprintReadOnly, Category = "Stat", meta = (AllowPrivateAccess = true))
38 FGameplayAttributeData Knockback;
39
40 UPROPERTY(BlueprintReadOnly, Category = "Skill", meta = (AllowPrivateAccess = true))
41 FGameplayAttributeData Soul_Gauge;
42
43 UPROPERTY(BlueprintReadOnly, Category = "Skill", meta = (AllowPrivateAccess = true))
44 FGameplayAttributeData Soul_Gauge_Max;
45
46 UPROPERTY(BlueprintReadOnly, Category = "Skill", meta = (AllowPrivateAccess = true))
47 FGameplayAttributeData Soul_Gauge_Cost;
48
49
50};
Definition BaseAttributeSet.h:21
Definition PlayerAttributeSet.h:11
ATTRIBUTE_ACCESSORS(UPlayerAttributeSet, Critical)
ATTRIBUTE_ACCESSORS(UPlayerAttributeSet, Soul_Gauge_Cost)
ATTRIBUTE_ACCESSORS(UPlayerAttributeSet, Soul_Gauge_Max)
ATTRIBUTE_ACCESSORS(UPlayerAttributeSet, Soul_Gauge)
ATTRIBUTE_ACCESSORS(UPlayerAttributeSet, Critical_Dmg)
ATTRIBUTE_ACCESSORS(UPlayerAttributeSet, Knockback)
ATTRIBUTE_ACCESSORS(UPlayerAttributeSet, Life_Steal)