#include <PlayerAttributeSet.h>
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| | UPlayerAttributeSet () |
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| void | InitPlayerStats (float InCritical, float InCriticalDmg) |
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| void | InitExperienceStats (float InLevel, float InExperience, float InMaxExperience) |
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| virtual void | PostGameplayEffectExecute (const FGameplayEffectModCallbackData &Data) override |
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| | ATTRIBUTE_ACCESSORS (UPlayerAttributeSet, Critical) |
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| | ATTRIBUTE_ACCESSORS (UPlayerAttributeSet, Critical_Dmg) |
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| | ATTRIBUTE_ACCESSORS (UPlayerAttributeSet, Level) |
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| | ATTRIBUTE_ACCESSORS (UPlayerAttributeSet, Experience) |
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| | ATTRIBUTE_ACCESSORS (UPlayerAttributeSet, MaxExperience) |
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| | UBaseAttributeSet () |
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| virtual void | PreAttributeChange (const FGameplayAttribute &Attribute, float &NewValue) override |
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| virtual void | PostGameplayEffectExecute (const struct FGameplayEffectModCallbackData &Data) override |
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| void | InitBaseStats (float InMaxHealth, float InMoveSpeed, float InAttack, float InAttackSpeed, float InKnockbackResistance=0.0f, float InCooldownMultiplier=1.0f) |
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| FDamageResultData | GenerateDamageResultData (const struct FGameplayEffectModCallbackData &Data, float LocalDamage, bool bCriticalHit) const |
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| | ATTRIBUTE_ACCESSORS (UBaseAttributeSet, Health) |
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| | ATTRIBUTE_ACCESSORS (UBaseAttributeSet, MaxHealth) |
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| | ATTRIBUTE_ACCESSORS (UBaseAttributeSet, MoveSpeed) |
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| | ATTRIBUTE_ACCESSORS (UBaseAttributeSet, Attack) |
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| | ATTRIBUTE_ACCESSORS (UBaseAttributeSet, AttackSpeed) |
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| | ATTRIBUTE_ACCESSORS (UBaseAttributeSet, KnockbackResistance) |
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| | ATTRIBUTE_ACCESSORS (UBaseAttributeSet, Damage) |
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| | ATTRIBUTE_ACCESSORS (UBaseAttributeSet, DamageIsCritical) |
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| | ATTRIBUTE_ACCESSORS (UBaseAttributeSet, CooldownMultiplier) |
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| FORCEINLINE bool | IsOutOfHealth () const |
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◆ UPlayerAttributeSet()
| UPlayerAttributeSet::UPlayerAttributeSet |
( |
| ) |
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8 :
14{
15}
FGameplayAttributeData MaxExperience
Definition PlayerAttributeSet.h:52
FGameplayAttributeData Experience
Definition PlayerAttributeSet.h:47
FGameplayAttributeData Critical_Dmg
Definition PlayerAttributeSet.h:39
FGameplayAttributeData Critical
Definition PlayerAttributeSet.h:36
FGameplayAttributeData Level
Definition PlayerAttributeSet.h:43
◆ ATTRIBUTE_ACCESSORS() [1/5]
◆ ATTRIBUTE_ACCESSORS() [2/5]
◆ ATTRIBUTE_ACCESSORS() [3/5]
◆ ATTRIBUTE_ACCESSORS() [4/5]
◆ ATTRIBUTE_ACCESSORS() [5/5]
◆ InitExperienceStats()
| void UPlayerAttributeSet::InitExperienceStats |
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float |
InLevel, |
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float |
InExperience, |
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float |
InMaxExperience |
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) |
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24{
25 InitLevel(InLevel);
26 InitExperience(InExperience);
27 InitMaxExperience(InMaxExperience);
28}
◆ InitPlayerStats()
| void UPlayerAttributeSet::InitPlayerStats |
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float |
InCritical, |
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float |
InCriticalDmg |
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) |
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18{
19 InitCritical(InCritical);
20 InitCritical_Dmg(InCriticalDmg);
21}
◆ PostGameplayEffectExecute()
| void UPlayerAttributeSet::PostGameplayEffectExecute |
( |
const FGameplayEffectModCallbackData & |
Data | ) |
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overridevirtual |
31{
32 Super::PostGameplayEffectExecute(Data);
33
34 if (Data.EvaluatedData.Attribute != GetExperienceAttribute())
35 {
36 return;
37 }
38
39 SetExperience(FMath::Max(GetExperience(), 0.0f));
40
41
42 if (GetMaxExperience() <= 0.0f || GetExperience() < GetMaxExperience())
43 {
44 return;
45 }
46
47
49}
FOnExperienceThresholdReached OnExperienceThresholdReached
Definition PlayerAttributeSet.h:32
◆ Critical
| FGameplayAttributeData UPlayerAttributeSet::Critical |
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protected |
◆ Critical_Dmg
| FGameplayAttributeData UPlayerAttributeSet::Critical_Dmg |
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protected |
◆ Experience
| FGameplayAttributeData UPlayerAttributeSet::Experience |
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protected |
◆ Level
| FGameplayAttributeData UPlayerAttributeSet::Level |
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protected |
◆ MaxExperience
| FGameplayAttributeData UPlayerAttributeSet::MaxExperience |
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protected |
◆ OnExperienceThresholdReached
| FOnExperienceThresholdReached UPlayerAttributeSet::OnExperienceThresholdReached |
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