67 lines
1.9 KiB
C++
67 lines
1.9 KiB
C++
// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "AttributeSet.h"
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#include "AbilitySystemComponent.h"
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#include "LuaOverriderInterface.h"
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#include "BusyAttributeSet.generated.h"
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#define MY_ATTRIBUTE_ACCESSORS(ClassName, PropertyName) \
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GAMEPLAYATTRIBUTE_PROPERTY_GETTER(ClassName, PropertyName) \
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GAMEPLAYATTRIBUTE_VALUE_GETTER(PropertyName) \
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GAMEPLAYATTRIBUTE_VALUE_SETTER(PropertyName) \
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GAMEPLAYATTRIBUTE_VALUE_INITTER(PropertyName)
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_ThreeParams(FPW_OnAttributeChanged, FString, Name, float, OldValue, float, NewValue);
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/**
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*
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*/
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UCLASS()
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class BUSYRABBIT_API UPW_AttributeSet: public UAttributeSet{
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GENERATED_BODY()
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public:
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virtual bool RegisterCustomAttribute();
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virtual void PostAttributeChange(const FGameplayAttribute& Attribute, float OldValue, float NewValue)override;
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public:
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UPROPERTY(BlueprintReadWrite)
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FPW_OnAttributeChanged OnAttributeChanged;
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protected:
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slua::LuaVar LuaSideData;
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};
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UCLASS()
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class BUSYRABBIT_API UBusyRoleAttributeSet : public UPW_AttributeSet {
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Attributes")
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FGameplayAttributeData Health;
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MY_ATTRIBUTE_ACCESSORS(UBusyRoleAttributeSet, Health);
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Attributes")
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FGameplayAttributeData Hunger;
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MY_ATTRIBUTE_ACCESSORS(UBusyRoleAttributeSet, Hunger);
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Attributes")
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FGameplayAttributeData MoveSpeed;
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MY_ATTRIBUTE_ACCESSORS(UBusyRoleAttributeSet, MoveSpeed);
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};
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UCLASS()
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class BUSYRABBIT_API UBusyLevelItemAttributeSet : public UPW_AttributeSet {
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Attributes")
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FGameplayAttributeData Health;
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MY_ATTRIBUTE_ACCESSORS(UBusyRoleAttributeSet, Health);
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};
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