76 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			76 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
| using UnrealSharp.Engine;
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| using UnrealSharp.Attributes;
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| using UnrealSharp.BusyRabbit;
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| using UnrealSharp.GameplayAbilities;
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| using UnrealSharp;
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| using UnrealSharp.CoreUObject;
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| 
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| namespace UI.Level.Controllers;
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| 
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| [UMultiDelegate] 
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| public delegate void OnUIAttributeChange(FName AttributeName, float NewValue, float OldValue);
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| 
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| 
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| 
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| [UClass]
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| public class UBusyRoleStateController : UPW_UIController
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| {
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|     [UProperty()]
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|     public TMulticastDelegate<OnUIAttributeChange> OnAttributeChangeDelegate { get; set; }
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| 
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| 
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|     protected override void OnUIControllerInitialized()
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|     {
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|         if (UGameplayStatics.GetPlayerController(0) is ALevelPlayerController PC)
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|         {
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|             ABusyPlayerRole Role = PC.ControlledRole;
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|             if (AbilitySystemLibrary.GetAbilitySystemComponent(Role) is UBusyAbilitySystemComponent ASC)
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|             {
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|                 RegisterAttributeListener(ASC, "Health");
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|                 RegisterAttributeListener(ASC, "Hunger");
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|             }
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|         }
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|     }
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| 
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|     public float GetControlledAttribute(FName AttributeName)
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|     {
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|         if (UGameplayStatics.GetPlayerController(0) is ALevelPlayerController PC)
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|         {
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|             ABusyPlayerRole Role = PC.ControlledRole;
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|             if (AbilitySystemLibrary.GetAbilitySystemComponent(Role) is UBusyAbilitySystemComponent ASC)
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|             {
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|                 FGameplayAttribute Attribute = UBusyAscLibrary.GetAttribute(Role.Attributes, AttributeName);
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|                 return ASC.GetGameplayAttributeValue(Attribute, out bool IsFound);
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|             }
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|         }
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|         return 0;
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|     }
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|     
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|     public float GetRoleAttribute(ABusyPawnBase Pawn, FName Attribute)
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|     {
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|         return 0;
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|     }
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| 
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| 
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| 
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| 
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|     protected void RegisterAttributeListener(UBusyAbilitySystemComponent ASC, FName AttributeName)
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|     {
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|         TDelegate<OnBusyAttributeChange> Delegate = new TDelegate<OnBusyAttributeChange>();
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|         Delegate.BindUFunction(this, "OnAttributeChange");
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|         ASC.BindEventToAttributeChange(typeof(UBusyPlayerRoleAttributeSet), AttributeName, Delegate);
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|     }
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| 
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| 
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|     [UFunction()]
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|     protected void OnAttributeChange(FName AttributeName, float NewValue, float OldValue)
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|     {
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|         OnAttributeChangeDelegate.Invoke(AttributeName, NewValue, OldValue);
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|     }
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| 
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| 
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|     protected override void OnUIControllerDestroy()
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|     {
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|         base.OnUIControllerDestroy();
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|     }
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| } |