Save and save often

This commit is contained in:
2025-10-15 18:50:55 -04:00
parent 9c5a1c1fa1
commit d110a61320
152 changed files with 18888 additions and 0 deletions

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// Copyright Echo Devgroup
#include "AbilitySystem/AuraAbilitySystemLibrary.h"
#include "Kismet/GameplayStatics.h"
#include "Player/AuraPlayerState.h"
#include "UI/WidgetController/AuraWidgetController.h"
#include "UI/HUD/AuraHUD.h"
UOverlayWidgetController* UAuraAbilitySystemLibrary::GetOverlayWidgetController(const UObject* WorldContextObject)
{
if (APlayerController* PC = UGameplayStatics::GetPlayerController(WorldContextObject, 0))
{
if (AAuraHUD* AuraHUD = Cast<AAuraHUD>(PC->GetHUD()))
{
AAuraPlayerState* PS = PC->GetPlayerState<AAuraPlayerState>();
UAbilitySystemComponent* ASC = PS->GetAbilitySystemComponent();
UAttributeSet* AS = PS->GetAttributeSet();
const FWidgetControllerParams WidgetControllerParams(PC, PS, ASC, AS);
return AuraHUD->GetOverlayWidgetController(WidgetControllerParams);
}
}
return nullptr;
}
UAttributeMenuWidgetController* UAuraAbilitySystemLibrary::GetAttributeMenuWidgetController(
const UObject* WorldContextObject)
{
if (APlayerController* PC = UGameplayStatics::GetPlayerController(WorldContextObject, 0))
{
if (AAuraHUD* AuraHUD = Cast<AAuraHUD>(PC->GetHUD()))
{
AAuraPlayerState* PS = PC->GetPlayerState<AAuraPlayerState>();
UAbilitySystemComponent* ASC = PS->GetAbilitySystemComponent();
UAttributeSet* AS = PS->GetAttributeSet();
const FWidgetControllerParams WidgetControllerParams(PC, PS, ASC, AS);
return AuraHUD->GetAttributeMenuWidgetController(WidgetControllerParams);
}
}
return nullptr;
}

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// Copyright Echo Devgroup
#include "AbilitySystem/Data/AttributeInfo.h"
FAuraAttributeInfo UAttributeInfo::FindAttributeInfoForTag(const FGameplayTag& AttributeTag, bool bLogNotFound) const
{
for (const FAuraAttributeInfo& Info : AttributeInformation)
{
if (Info.AttributeTag.MatchesTagExact(AttributeTag))
{
return Info;
}
}
if (bLogNotFound)
{
UE_LOG(LogTemp, Error, TEXT("AttributeInfo.cpp - Attribute not found - [%s] on AttributeInfo [%s]"), *AttributeTag.ToString(), *GetNameSafe(this));
}
return FAuraAttributeInfo();
}

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// Copyright Echo Devgroup
#include "AbilitySystem/Data/AuraDataAsset.h"

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// Copyright Echo Devgroup
#include "AbilitySystem/MMC/MMC_MaxHealth.h"
#include "AbilitySystem/AuraAttributeSet.h"
#include "Interact/CombatInterface.h"
UMMC_MaxHealth::UMMC_MaxHealth()
{
VigorDef.AttributeToCapture = UAuraAttributeSet::GetVigorAttribute();
VigorDef.AttributeSource = EGameplayEffectAttributeCaptureSource::Target;
VigorDef.bSnapshot = false;
RelevantAttributesToCapture.Add(VigorDef);
}
float UMMC_MaxHealth::CalculateBaseMagnitude_Implementation(const FGameplayEffectSpec& Spec) const
{
const FGameplayTagContainer* SourceTags = Spec.CapturedSourceTags.GetAggregatedTags();
const FGameplayTagContainer* TargetTags = Spec.CapturedTargetTags.GetAggregatedTags();
FAggregatorEvaluateParameters EvaluateParams;
EvaluateParams.SourceTags = SourceTags;
EvaluateParams.TargetTags = TargetTags;
float Vigor = 0.f;
GetCapturedAttributeMagnitude(VigorDef, Spec, EvaluateParams, Vigor);
Vigor = FMath::Max<float>(Vigor, 0.0f);
ICombatInterface* CombatInterface = Cast<ICombatInterface>(Spec.GetContext().GetSourceObject());
const int32 PlayerLevel = CombatInterface->GetPlayerLevel();
return 80.f + 2.5f * Vigor + 10.f * PlayerLevel;
}

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// Copyright Echo Devgroup
#include "AbilitySystem/MMC/MMC_MaxMana.h"
#include "AbilitySystem/AuraAttributeSet.h"
#include "Interact/CombatInterface.h"
UMMC_MaxMana::UMMC_MaxMana()
{
IntDef.AttributeToCapture = UAuraAttributeSet::GetIntelligenceAttribute();
IntDef.AttributeSource = EGameplayEffectAttributeCaptureSource::Target;
IntDef.bSnapshot = false;
RelevantAttributesToCapture.Add(IntDef);
}
float UMMC_MaxMana::CalculateBaseMagnitude_Implementation(const FGameplayEffectSpec& Spec) const
{
const FGameplayTagContainer* SourceTags = Spec.CapturedSourceTags.GetAggregatedTags();
const FGameplayTagContainer* TargetTags = Spec.CapturedTargetTags.GetAggregatedTags();
FAggregatorEvaluateParameters EvaluateParams;
EvaluateParams.SourceTags = SourceTags;
EvaluateParams.TargetTags = TargetTags;
float Int = 0.f;
GetCapturedAttributeMagnitude(IntDef, Spec, EvaluateParams, Int);
Int = FMath::Max<float>(Int, 0.0f);
ICombatInterface* CombatInterface = Cast<ICombatInterface>(Spec.GetContext().GetSourceObject());
const int32 PlayerLevel = CombatInterface->GetPlayerLevel();
return 50.f + 2.5f * Int + 5.f * PlayerLevel;
}

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// Copyright Echo Devgroup
#include "AuraAssetManager.h"
#include "AuraGameplayTags.h"
UAuraAssetManager& UAuraAssetManager::Get()
{
check(GEngine);
UAuraAssetManager* AuraAssetManager = Cast<UAuraAssetManager>(GEngine->AssetManager);
return * AuraAssetManager;
}
void UAuraAssetManager::StartInitialLoading()
{
Super::StartInitialLoading();
FAuraGameplayTags::InitializeNativeGameplayTags();
}

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// Copyright Echo Devgroup
#include "AuraGameplayTags.h"
#include "GameplayTagsManager.h"
FAuraGameplayTags FAuraGameplayTags::GameplayTags;
void FAuraGameplayTags::InitializeNativeGameplayTags()
{
//Vital Stats - Health, Mana, MaxHealth, MaxMana
GameplayTags.Attributes_Vital_Health = UGameplayTagsManager::Get().AddNativeGameplayTag(FName("Attributes.Vital.Health"), FString(""));
GameplayTags.Attributes_Vital_Mana = UGameplayTagsManager::Get().AddNativeGameplayTag(FName("Attributes.Vital.Mana"), FString(""));
GameplayTags.Attributes_Vital_MaxHealth = UGameplayTagsManager::Get().AddNativeGameplayTag(FName("Attributes.Vital.MaxHealth"), FString(""));
GameplayTags.Attributes_Vital_MaxMana = UGameplayTagsManager::Get().AddNativeGameplayTag(FName("Attributes.Vital.MaxMana"), FString(""));
//Primary Stats - Strength, Intelligence, Resilience, Vigor
GameplayTags.Attributes_Primary_Strength = UGameplayTagsManager::Get().AddNativeGameplayTag(FName("Attributes.Primary.Strength"), FString(""));
GameplayTags.Attributes_Primary_Intelligence = UGameplayTagsManager::Get().AddNativeGameplayTag(FName("Attributes.Primary.Intelligence"), FString(""));
GameplayTags.Attributes_Primary_Resilience = UGameplayTagsManager::Get().AddNativeGameplayTag(FName("Attributes.Primary.Resilience"), FString(""));
GameplayTags.Attributes_Primary_Vigor = UGameplayTagsManager::Get().AddNativeGameplayTag(FName("Attributes.Primary.Vigor"), FString(""));
//Secondary Stats - Armor, Armor Penetration, Block Chance, Critical Hit Chance, Critical Hit Damage, Critical Hit Resistance, Health Regeneration, Mana Regeneration
GameplayTags.Attributes_Secondary_Armor = UGameplayTagsManager::Get().AddNativeGameplayTag(FName("Attributes.Secondary.Armor"), FString(""));
GameplayTags.Attributes_Secondary_ArmorPenetration = UGameplayTagsManager::Get().AddNativeGameplayTag(FName("Attributes.Secondary.ArmorPenetration"), FString(""));
GameplayTags.Attributes_Secondary_BlockChance = UGameplayTagsManager::Get().AddNativeGameplayTag(FName("Attributes.Secondary.BlockChance"), FString(""));
GameplayTags.Attributes_Secondary_CriticalHitChance = UGameplayTagsManager::Get().AddNativeGameplayTag(FName("Attributes.Secondary.CriticalHitChance"), FString(""));
GameplayTags.Attributes_Secondary_CriticalHitDamage = UGameplayTagsManager::Get().AddNativeGameplayTag(FName("Attributes.Secondary.CriticalHitDamage"), FString(""));
GameplayTags.Attributes_Secondary_CriticalHitResistance = UGameplayTagsManager::Get().AddNativeGameplayTag(FName("Attributes.Secondary.CriticalHitResistance"), FString(""));
GameplayTags.Attributes_Secondary_HealthRegeneration = UGameplayTagsManager::Get().AddNativeGameplayTag(FName("Attributes.Secondary.HealthRegeneration"), FString(""));
GameplayTags.Attributes_Secondary_ManaRegeneration = UGameplayTagsManager::Get().AddNativeGameplayTag(FName("Attributes.Secondary.ManaRegeneration"), FString(""));
//Tertiary Stats - Resistances - Physical, Arcane, Fire, Lightning
GameplayTags.Attributes_Resistance_Physical = UGameplayTagsManager::Get().AddNativeGameplayTag(FName("Attributes.Resistance.Physical"), FString(""));
GameplayTags.Attributes_Resistance_Arcane = UGameplayTagsManager::Get().AddNativeGameplayTag(FName("Attributes.Resistance.Arcane"), FString(""));
GameplayTags.Attributes_Resistance_Fire = UGameplayTagsManager::Get().AddNativeGameplayTag(FName("Attributes.Resistance.Fire"), FString(""));
GameplayTags.Attributes_Resistance_Lightning = UGameplayTagsManager::Get().AddNativeGameplayTag(FName("Attributes.Resistance.Lightning"), FString(""));
}

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// Copyright Echo Devgroup
#include "UI/WidgetController/AttributeMenuWidgetController.h"
#include "AbilitySystem/Data/AttributeInfo.h"
#include "AuraGameplayTags.h"
#include "AbilitySystem/AuraAttributeSet.h"
void UAttributeMenuWidgetController::BindCallbacksToDependencies()
{
}
void UAttributeMenuWidgetController::BroadcastInitialValues()
{
UAuraAttributeSet* AS = CastChecked<UAuraAttributeSet>(AttributeSet);
check(AttributeInfo);
FAuraAttributeInfo Info = AttributeInfo->FindAttributeInfoForTag(FAuraGameplayTags::Get().Attributes_Primary_Strength);
Info.AttributeValue = AS->GetStrength();
AttributeInfoDelegate.Broadcast(Info);
}
void UAttributeMenuWidgetController::BroadcastAttributeInfo(const FGameplayTag& AttributeTag,
const FGameplayAttribute& Attribute) const
{
}

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// Copyright Echo Devgroup
#pragma once
#include "CoreMinimal.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "UI/WidgetController/AttributeMenuWidgetController.h"
#include "UI/WidgetController/OverlayWidgetController.h"
#include "AuraAbilitySystemLibrary.generated.h"
/**
*
*/
UCLASS()
class AURA_API UAuraAbilitySystemLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintPure, Category="AuraAbilitySystem|Controller")
static UOverlayWidgetController* GetOverlayWidgetController(const UObject* WorldContextObject);
UFUNCTION(BlueprintPure, Category="AuraAbilitySystem|Controller")
static UAttributeMenuWidgetController* GetAttributeMenuWidgetController(const UObject* WorldContextObject);
};

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// Copyright Echo Devgroup
#pragma once
#include "CoreMinimal.h"
#include "GameplayTagContainer.h"
#include "Engine/DataAsset.h"
#include "AttributeInfo.generated.h"
USTRUCT(BlueprintType)
struct FAuraAttributeInfo
{
GENERATED_BODY()
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
FGameplayTag AttributeTag = FGameplayTag();
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
FText AttributeName = FText();
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
FText AttributeDesc = FText();
UPROPERTY(BlueprintReadOnly)
float AttributeValue = 0.f;
};
/**
*
*/
UCLASS()
class AURA_API UAttributeInfo : public UDataAsset
{
GENERATED_BODY()
public:
FAuraAttributeInfo FindAttributeInfoForTag(const FGameplayTag& AttributeTag, bool bLogNotFound = false) const;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
TArray<FAuraAttributeInfo> AttributeInformation;
};

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// Copyright Echo Devgroup
#pragma once
#include "CoreMinimal.h"
#include "Engine/DataAsset.h"
#include "AuraDataAsset.generated.h"
/**
*
*/
UCLASS()
class AURA_API UAuraDataAsset : public UDataAsset
{
GENERATED_BODY()
};

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// Copyright Echo Devgroup
#pragma once
#include "CoreMinimal.h"
#include "GameplayModMagnitudeCalculation.h"
#include "MMC_MaxHealth.generated.h"
/**
*
*/
UCLASS()
class AURA_API UMMC_MaxHealth : public UGameplayModMagnitudeCalculation
{
GENERATED_BODY()
public:
UMMC_MaxHealth();
virtual float CalculateBaseMagnitude_Implementation(const FGameplayEffectSpec& Spec) const override;
private:
FGameplayEffectAttributeCaptureDefinition VigorDef;
};

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// Copyright Echo Devgroup
#pragma once
#include "CoreMinimal.h"
#include "GameplayModMagnitudeCalculation.h"
#include "MMC_MaxMana.generated.h"
/**
*
*/
UCLASS()
class AURA_API UMMC_MaxMana : public UGameplayModMagnitudeCalculation
{
GENERATED_BODY()
public:
UMMC_MaxMana();
virtual float CalculateBaseMagnitude_Implementation(const FGameplayEffectSpec& Spec) const override;
private:
FGameplayEffectAttributeCaptureDefinition IntDef;
};

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// Copyright Echo Devgroup
#pragma once
#include "CoreMinimal.h"
#include "Engine/AssetManager.h"
#include "AuraAssetManager.generated.h"
/**
*
*/
UCLASS()
class AURA_API UAuraAssetManager : public UAssetManager
{
GENERATED_BODY()
public:
static UAuraAssetManager& Get();
protected:
virtual void StartInitialLoading() override;
private:
};

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// Copyright Echo Devgroup
#pragma once
#include "CoreMinimal.h"
#include "GameplayTagContainer.h"
/**
* AuraGameplayTags
*
* Singleton containing native Gameplay Tags
*/
struct FAuraGameplayTags
{
public:
static const FAuraGameplayTags& Get() { return GameplayTags; };
static void InitializeNativeGameplayTags();
//Vital Stats - Health, Mana, MaxHealth, MaxMana
FGameplayTag Attributes_Vital_Health;
FGameplayTag Attributes_Vital_Mana;
FGameplayTag Attributes_Vital_MaxHealth;
FGameplayTag Attributes_Vital_MaxMana;
//Primary Stats - Strength, Intelligence, Resilience, Vigor
FGameplayTag Attributes_Primary_Strength;
FGameplayTag Attributes_Primary_Intelligence;
FGameplayTag Attributes_Primary_Resilience;
FGameplayTag Attributes_Primary_Vigor;
//Secondary Stats - Armor, Armor Penetration, Block Chance, Critical Hit Chance, Critical Hit Damage, Critical Hit Resistance, Health Regeneration, Mana Regeneration
FGameplayTag Attributes_Secondary_Armor;
FGameplayTag Attributes_Secondary_ArmorPenetration;
FGameplayTag Attributes_Secondary_BlockChance;
FGameplayTag Attributes_Secondary_CriticalHitChance;
FGameplayTag Attributes_Secondary_CriticalHitDamage;
FGameplayTag Attributes_Secondary_CriticalHitResistance;
FGameplayTag Attributes_Secondary_HealthRegeneration;
FGameplayTag Attributes_Secondary_ManaRegeneration;
//Tertiary Stats - Resistances - Physical, Arcane, Fire, Lightning
FGameplayTag Attributes_Resistance_Physical;
FGameplayTag Attributes_Resistance_Arcane;
FGameplayTag Attributes_Resistance_Fire;
FGameplayTag Attributes_Resistance_Lightning;
protected:
private:
static FAuraGameplayTags GameplayTags;
};

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// Copyright Echo Devgroup
#pragma once
#include "CoreMinimal.h"
#include "UI/WidgetController/AuraWidgetController.h"
#include "AttributeMenuWidgetController.generated.h"
class UAttributeInfo;
struct FAuraAttributeInfo;
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FAttributeInfoSignature, const FAuraAttributeInfo&, Info);
/**
*
*/
UCLASS(Blueprintable, BlueprintType)
class AURA_API UAttributeMenuWidgetController : public UAuraWidgetController
{
GENERATED_BODY()
public:
virtual void BindCallbacksToDependencies() override;
virtual void BroadcastInitialValues() override;
UPROPERTY(BlueprintAssignable, Category="GAS|Attributes")
FAttributeInfoSignature AttributeInfoDelegate;
//UPROPERTY(BlueprintAssignable, Category="GAS|Attributes")
//FOnPlayerStatChangedSignature AttributePointsChangedDelegate;
//UFUNCTION(BlueprintCallable)
//void UpgradeAttribute(const FGameplayTag& AttributeTag);
protected:
UPROPERTY(EditDefaultsOnly)
TObjectPtr<UAttributeInfo> AttributeInfo;
private:
void BroadcastAttributeInfo(const FGameplayTag& AttributeTag, const FGameplayAttribute& Attribute) const;
};