Payback 0.0.1
CK Graduation Project
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UPlayerAttributeSet 클래스 참조

#include <PlayerAttributeSet.h>

UPlayerAttributeSet에 대한 상속 다이어그램 :
Inheritance graph
UPlayerAttributeSet에 대한 협력 다이어그램:
Collaboration graph

Public 멤버 함수

 UPlayerAttributeSet ()
 
void InitPlayerStats (float InCritical, float InCriticalDmg)
 
void InitExperienceStats (float InLevel, float InExperience, float InMaxExperience)
 
virtual void PostGameplayEffectExecute (const FGameplayEffectModCallbackData &Data) override
 
 ATTRIBUTE_ACCESSORS (UPlayerAttributeSet, Critical)
 
 ATTRIBUTE_ACCESSORS (UPlayerAttributeSet, Critical_Dmg)
 
 ATTRIBUTE_ACCESSORS (UPlayerAttributeSet, Level)
 
 ATTRIBUTE_ACCESSORS (UPlayerAttributeSet, Experience)
 
 ATTRIBUTE_ACCESSORS (UPlayerAttributeSet, MaxExperience)
 
- UBaseAttributeSet(으)로부터 상속된 Public 멤버 함수
 UBaseAttributeSet ()
 
virtual void PreAttributeChange (const FGameplayAttribute &Attribute, float &NewValue) override
 
virtual void PostGameplayEffectExecute (const struct FGameplayEffectModCallbackData &Data) override
 
void InitBaseStats (float InMaxHealth, float InMoveSpeed, float InAttack, float InAttackSpeed, float InKnockbackResistance=0.0f, float InCooldownMultiplier=1.0f)
 
FDamageResultData GenerateDamageResultData (const struct FGameplayEffectModCallbackData &Data, float LocalDamage, bool bCriticalHit) const
 
 ATTRIBUTE_ACCESSORS (UBaseAttributeSet, Health)
 
 ATTRIBUTE_ACCESSORS (UBaseAttributeSet, MaxHealth)
 
 ATTRIBUTE_ACCESSORS (UBaseAttributeSet, MoveSpeed)
 
 ATTRIBUTE_ACCESSORS (UBaseAttributeSet, Attack)
 
 ATTRIBUTE_ACCESSORS (UBaseAttributeSet, AttackSpeed)
 
 ATTRIBUTE_ACCESSORS (UBaseAttributeSet, KnockbackResistance)
 
 ATTRIBUTE_ACCESSORS (UBaseAttributeSet, Damage)
 
 ATTRIBUTE_ACCESSORS (UBaseAttributeSet, DamageIsCritical)
 
 ATTRIBUTE_ACCESSORS (UBaseAttributeSet, CooldownMultiplier)
 
FORCEINLINE bool IsOutOfHealth () const
 

Public 속성

FOnExperienceThresholdReached OnExperienceThresholdReached
 
- UBaseAttributeSet(으)로부터 상속된 Public 속성
FDeathDelegate OnDeathDelegate
 
FOnDamageTakenDelegate OnDamageDelegate
 

Protected 속성

FGameplayAttributeData Critical
 
FGameplayAttributeData Critical_Dmg
 
FGameplayAttributeData Level
 
FGameplayAttributeData Experience
 
FGameplayAttributeData MaxExperience
 
- UBaseAttributeSet(으)로부터 상속된 Protected 속성
bool bOutOfHealth = false
 
FGameplayAttributeData Health
 
FGameplayAttributeData MaxHealth
 
FGameplayAttributeData MoveSpeed
 
FGameplayAttributeData Attack
 
FGameplayAttributeData AttackSpeed
 
FGameplayAttributeData KnockbackResistance
 
FGameplayAttributeData CooldownMultiplier
 
FGameplayAttributeData Damage
 
FGameplayAttributeData DamageIsCritical
 

생성자 & 소멸자 문서화

◆ UPlayerAttributeSet()

UPlayerAttributeSet::UPlayerAttributeSet ( )
8 :
9 Critical(0.0f),
10 Critical_Dmg(0.0f),
11 Level(1.0f),
12 Experience(0.0f),
13 MaxExperience(0.0f)
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

멤버 함수 문서화

◆ ATTRIBUTE_ACCESSORS() [1/5]

UPlayerAttributeSet::ATTRIBUTE_ACCESSORS ( UPlayerAttributeSet  ,
Critical   
)

◆ ATTRIBUTE_ACCESSORS() [2/5]

UPlayerAttributeSet::ATTRIBUTE_ACCESSORS ( UPlayerAttributeSet  ,
Critical_Dmg   
)

◆ ATTRIBUTE_ACCESSORS() [3/5]

UPlayerAttributeSet::ATTRIBUTE_ACCESSORS ( UPlayerAttributeSet  ,
Experience   
)

◆ ATTRIBUTE_ACCESSORS() [4/5]

UPlayerAttributeSet::ATTRIBUTE_ACCESSORS ( UPlayerAttributeSet  ,
Level   
)

◆ ATTRIBUTE_ACCESSORS() [5/5]

UPlayerAttributeSet::ATTRIBUTE_ACCESSORS ( UPlayerAttributeSet  ,
MaxExperience   
)

◆ InitExperienceStats()

void UPlayerAttributeSet::InitExperienceStats ( float  InLevel,
float  InExperience,
float  InMaxExperience 
)
24{
25 InitLevel(InLevel);
26 InitExperience(InExperience);
27 InitMaxExperience(InMaxExperience);
28}

◆ InitPlayerStats()

void UPlayerAttributeSet::InitPlayerStats ( float  InCritical,
float  InCriticalDmg 
)
18{
19 InitCritical(InCritical);
20 InitCritical_Dmg(InCriticalDmg);
21}
이 함수를 호출하는 함수들에 대한 그래프입니다.:

◆ PostGameplayEffectExecute()

void UPlayerAttributeSet::PostGameplayEffectExecute ( const FGameplayEffectModCallbackData &  Data)
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 // 요구치가 0 이하면 최종 레벨이라 더 올릴 것이 없다.
42 if (GetMaxExperience() <= 0.0f || GetExperience() < GetMaxExperience())
43 {
44 return;
45 }
46
47 // 초과분 처리와 레벨 승급은 PlayerState 가 표를 보고 판단한다.
49}
FOnExperienceThresholdReached OnExperienceThresholdReached
Definition PlayerAttributeSet.h:32

멤버 데이터 문서화

◆ Critical

FGameplayAttributeData UPlayerAttributeSet::Critical
protected

◆ Critical_Dmg

FGameplayAttributeData UPlayerAttributeSet::Critical_Dmg
protected

◆ Experience

FGameplayAttributeData UPlayerAttributeSet::Experience
protected

◆ Level

FGameplayAttributeData UPlayerAttributeSet::Level
protected

◆ MaxExperience

FGameplayAttributeData UPlayerAttributeSet::MaxExperience
protected

◆ OnExperienceThresholdReached

FOnExperienceThresholdReached UPlayerAttributeSet::OnExperienceThresholdReached

이 클래스에 대한 문서화 페이지는 다음의 파일들로부터 생성되었습니다.: