Don't drink and code.

This commit is contained in:
2025-10-18 11:28:42 -04:00
parent 74988e4bba
commit 02fb59d82c
115 changed files with 9944 additions and 27001 deletions

View File

@@ -6,8 +6,12 @@
#include "Kismet/BlueprintFunctionLibrary.h"
#include "UI/WidgetController/AttributeMenuWidgetController.h"
#include "UI/WidgetController/OverlayWidgetController.h"
#include "Data/CharacterClassInfo.h"
#include "AuraAbilitySystemLibrary.generated.h"
class UAbilitySystemComponent;
class UAttributeMenuWidgetController;
class UOverlayWidgetController;
/**
*
*/
@@ -23,5 +27,8 @@ public:
UFUNCTION(BlueprintPure, Category="AuraAbilitySystem|Controller")
static UAttributeMenuWidgetController* GetAttributeMenuWidgetController(const UObject* WorldContextObject);
UFUNCTION(BlueprintCallable, Category="AuraAbilitySystem|Attributes")
static void InitializeDefaultAttributes(const UObject* WorldContextObject, ECharacterClass CharacterClass, float Level, UAbilitySystemComponent* ASC);
};

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@@ -173,6 +173,14 @@ public:
UFUNCTION()
void OnRep_ManaRegeneration(const FGameplayAttributeData& OldManaRegeneration) const;
/*Meta Attributes
*
*/
//incoming damage
UPROPERTY(BlueprintReadOnly, Category = "Meta Attributes")
FGameplayAttributeData IncomingDamage;
ATTRIBUTE_ACCESSORS(UAuraAttributeSet, IncomingDamage);
private:
void SetEffectProperties(const FGameplayEffectModCallbackData& Data, FEffectProperties& Props) const;
};

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@@ -20,11 +20,12 @@ private:
protected:
virtual void ActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData) override;
UFUNCTION(BlueprintCallable, Category = "Projectile")
UFUNCTION(BlueprintCallable, Category = "Ability Params")
void SpawnProjectile(const FVector ProjectileTargetLocation);
UPROPERTY(EditAnywhere, BlueprintReadOnly)
TSubclassOf<AAuraProjectile> ProjectileClass;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
TSubclassOf<UGameplayEffect> DamageEffectClass;
};

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@@ -18,5 +18,10 @@ public:
UPROPERTY(EditDefaultsOnly, Category = "Input")
FGameplayTag StartupInputTag;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Ability Params")
FScalableFloat Damage;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Ability Params")
float Level;
};

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@@ -56,6 +56,8 @@ public:
FGameplayTag Input_InputTag_E;
FGameplayTag Input_InputTag_Shift;
FGameplayTag Damage;
private:
static FAuraGameplayTags GameplayTags;
};

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@@ -49,7 +49,7 @@ protected:
TSubclassOf<UGameplayEffect> DefaultVitalAttributes;
void ApplyEffectToSelf(TSubclassOf<UGameplayEffect> GameplayEffectClass, float Level) const;
void InitializeDefaultAttributes() const;
virtual void InitializeDefaultAttributes() const;
void AddCharacterAbilities();
private:

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@@ -3,6 +3,7 @@
#pragma once
#include "CoreMinimal.h"
#include "AbilitySystem/Data/CharacterClassInfo.h"
#include "Character/AuraCharacterBase.h"
#include "Interact/EnemyInterface.h"
#include "UI/WidgetController/OverlayWidgetController.h"
@@ -35,12 +36,15 @@ public:
protected:
virtual void BeginPlay() override;
virtual void InitAbilityActorInfo() override;
virtual void InitializeDefaultAttributes() const override;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Character Class Defaults")
int32 Level = 1;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Character Class Defaults")
FText Name;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Character Class Defaults")
ECharacterClass CharacterClass = ECharacterClass::Warrior;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
TObjectPtr<UWidgetComponent> HealthBar;

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@@ -6,6 +6,7 @@
#include "GameFramework/GameModeBase.h"
#include "AuraGameMode.generated.h"
class UCharacterClassInfo;
/**
*
*/
@@ -13,5 +14,8 @@ UCLASS()
class AURA_API AAuraGameMode : public AGameModeBase
{
GENERATED_BODY()
public:
UPROPERTY(EditDefaultsOnly, Category = "Class Defaults")
TObjectPtr<UCharacterClassInfo> CharacterClassInfo;
};