Don't drink and code.
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@@ -6,8 +6,12 @@
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "UI/WidgetController/AttributeMenuWidgetController.h"
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#include "UI/WidgetController/OverlayWidgetController.h"
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#include "Data/CharacterClassInfo.h"
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#include "AuraAbilitySystemLibrary.generated.h"
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class UAbilitySystemComponent;
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class UAttributeMenuWidgetController;
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class UOverlayWidgetController;
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/**
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*
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*/
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@@ -23,5 +27,8 @@ public:
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UFUNCTION(BlueprintPure, Category="AuraAbilitySystem|Controller")
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static UAttributeMenuWidgetController* GetAttributeMenuWidgetController(const UObject* WorldContextObject);
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UFUNCTION(BlueprintCallable, Category="AuraAbilitySystem|Attributes")
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static void InitializeDefaultAttributes(const UObject* WorldContextObject, ECharacterClass CharacterClass, float Level, UAbilitySystemComponent* ASC);
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};
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@@ -173,6 +173,14 @@ public:
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UFUNCTION()
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void OnRep_ManaRegeneration(const FGameplayAttributeData& OldManaRegeneration) const;
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/*Meta Attributes
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*
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*/
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//incoming damage
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UPROPERTY(BlueprintReadOnly, Category = "Meta Attributes")
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FGameplayAttributeData IncomingDamage;
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ATTRIBUTE_ACCESSORS(UAuraAttributeSet, IncomingDamage);
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private:
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void SetEffectProperties(const FGameplayEffectModCallbackData& Data, FEffectProperties& Props) const;
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};
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@@ -20,11 +20,12 @@ private:
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protected:
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virtual void ActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData) override;
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UFUNCTION(BlueprintCallable, Category = "Projectile")
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UFUNCTION(BlueprintCallable, Category = "Ability Params")
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void SpawnProjectile(const FVector ProjectileTargetLocation);
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UPROPERTY(EditAnywhere, BlueprintReadOnly)
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TSubclassOf<AAuraProjectile> ProjectileClass;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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TSubclassOf<UGameplayEffect> DamageEffectClass;
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};
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@@ -18,5 +18,10 @@ public:
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UPROPERTY(EditDefaultsOnly, Category = "Input")
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FGameplayTag StartupInputTag;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Ability Params")
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FScalableFloat Damage;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Ability Params")
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float Level;
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};
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@@ -56,6 +56,8 @@ public:
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FGameplayTag Input_InputTag_E;
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FGameplayTag Input_InputTag_Shift;
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FGameplayTag Damage;
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private:
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static FAuraGameplayTags GameplayTags;
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};
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@@ -49,7 +49,7 @@ protected:
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TSubclassOf<UGameplayEffect> DefaultVitalAttributes;
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void ApplyEffectToSelf(TSubclassOf<UGameplayEffect> GameplayEffectClass, float Level) const;
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void InitializeDefaultAttributes() const;
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virtual void InitializeDefaultAttributes() const;
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void AddCharacterAbilities();
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private:
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@@ -3,6 +3,7 @@
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#pragma once
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#include "CoreMinimal.h"
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#include "AbilitySystem/Data/CharacterClassInfo.h"
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#include "Character/AuraCharacterBase.h"
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#include "Interact/EnemyInterface.h"
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#include "UI/WidgetController/OverlayWidgetController.h"
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@@ -35,12 +36,15 @@ public:
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protected:
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virtual void BeginPlay() override;
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virtual void InitAbilityActorInfo() override;
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virtual void InitializeDefaultAttributes() const override;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Character Class Defaults")
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int32 Level = 1;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Character Class Defaults")
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FText Name;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Character Class Defaults")
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ECharacterClass CharacterClass = ECharacterClass::Warrior;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
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TObjectPtr<UWidgetComponent> HealthBar;
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@@ -6,6 +6,7 @@
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#include "GameFramework/GameModeBase.h"
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#include "AuraGameMode.generated.h"
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class UCharacterClassInfo;
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/**
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*
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*/
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@@ -13,5 +14,8 @@ UCLASS()
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class AURA_API AAuraGameMode : public AGameModeBase
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditDefaultsOnly, Category = "Class Defaults")
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TObjectPtr<UCharacterClassInfo> CharacterClassInfo;
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};
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