Save and save often
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// Copyright Echo Devgroup
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#include "AbilitySystem/AuraAbilitySystemLibrary.h"
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#include "Kismet/GameplayStatics.h"
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#include "Player/AuraPlayerState.h"
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#include "UI/WidgetController/AuraWidgetController.h"
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#include "UI/HUD/AuraHUD.h"
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UOverlayWidgetController* UAuraAbilitySystemLibrary::GetOverlayWidgetController(const UObject* WorldContextObject)
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{
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if (APlayerController* PC = UGameplayStatics::GetPlayerController(WorldContextObject, 0))
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{
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if (AAuraHUD* AuraHUD = Cast<AAuraHUD>(PC->GetHUD()))
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{
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AAuraPlayerState* PS = PC->GetPlayerState<AAuraPlayerState>();
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UAbilitySystemComponent* ASC = PS->GetAbilitySystemComponent();
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UAttributeSet* AS = PS->GetAttributeSet();
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const FWidgetControllerParams WidgetControllerParams(PC, PS, ASC, AS);
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return AuraHUD->GetOverlayWidgetController(WidgetControllerParams);
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}
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}
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return nullptr;
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}
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UAttributeMenuWidgetController* UAuraAbilitySystemLibrary::GetAttributeMenuWidgetController(
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const UObject* WorldContextObject)
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{
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if (APlayerController* PC = UGameplayStatics::GetPlayerController(WorldContextObject, 0))
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{
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if (AAuraHUD* AuraHUD = Cast<AAuraHUD>(PC->GetHUD()))
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{
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AAuraPlayerState* PS = PC->GetPlayerState<AAuraPlayerState>();
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UAbilitySystemComponent* ASC = PS->GetAbilitySystemComponent();
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UAttributeSet* AS = PS->GetAttributeSet();
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const FWidgetControllerParams WidgetControllerParams(PC, PS, ASC, AS);
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return AuraHUD->GetAttributeMenuWidgetController(WidgetControllerParams);
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}
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}
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return nullptr;
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}
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21
Source/Aura/Private/AbilitySystem/Data/AttributeInfo.cpp
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21
Source/Aura/Private/AbilitySystem/Data/AttributeInfo.cpp
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// Copyright Echo Devgroup
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#include "AbilitySystem/Data/AttributeInfo.h"
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FAuraAttributeInfo UAttributeInfo::FindAttributeInfoForTag(const FGameplayTag& AttributeTag, bool bLogNotFound) const
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{
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for (const FAuraAttributeInfo& Info : AttributeInformation)
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{
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if (Info.AttributeTag.MatchesTagExact(AttributeTag))
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{
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return Info;
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}
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}
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if (bLogNotFound)
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{
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UE_LOG(LogTemp, Error, TEXT("AttributeInfo.cpp - Attribute not found - [%s] on AttributeInfo [%s]"), *AttributeTag.ToString(), *GetNameSafe(this));
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}
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return FAuraAttributeInfo();
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}
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5
Source/Aura/Private/AbilitySystem/Data/AuraDataAsset.cpp
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5
Source/Aura/Private/AbilitySystem/Data/AuraDataAsset.cpp
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// Copyright Echo Devgroup
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#include "AbilitySystem/Data/AuraDataAsset.h"
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37
Source/Aura/Private/AbilitySystem/MMC/MMC_MaxHealth.cpp
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37
Source/Aura/Private/AbilitySystem/MMC/MMC_MaxHealth.cpp
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// Copyright Echo Devgroup
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#include "AbilitySystem/MMC/MMC_MaxHealth.h"
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#include "AbilitySystem/AuraAttributeSet.h"
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#include "Interact/CombatInterface.h"
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UMMC_MaxHealth::UMMC_MaxHealth()
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{
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VigorDef.AttributeToCapture = UAuraAttributeSet::GetVigorAttribute();
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VigorDef.AttributeSource = EGameplayEffectAttributeCaptureSource::Target;
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VigorDef.bSnapshot = false;
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RelevantAttributesToCapture.Add(VigorDef);
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}
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float UMMC_MaxHealth::CalculateBaseMagnitude_Implementation(const FGameplayEffectSpec& Spec) const
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{
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const FGameplayTagContainer* SourceTags = Spec.CapturedSourceTags.GetAggregatedTags();
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const FGameplayTagContainer* TargetTags = Spec.CapturedTargetTags.GetAggregatedTags();
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FAggregatorEvaluateParameters EvaluateParams;
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EvaluateParams.SourceTags = SourceTags;
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EvaluateParams.TargetTags = TargetTags;
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float Vigor = 0.f;
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GetCapturedAttributeMagnitude(VigorDef, Spec, EvaluateParams, Vigor);
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Vigor = FMath::Max<float>(Vigor, 0.0f);
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ICombatInterface* CombatInterface = Cast<ICombatInterface>(Spec.GetContext().GetSourceObject());
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const int32 PlayerLevel = CombatInterface->GetPlayerLevel();
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return 80.f + 2.5f * Vigor + 10.f * PlayerLevel;
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}
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36
Source/Aura/Private/AbilitySystem/MMC/MMC_MaxMana.cpp
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36
Source/Aura/Private/AbilitySystem/MMC/MMC_MaxMana.cpp
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// Copyright Echo Devgroup
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#include "AbilitySystem/MMC/MMC_MaxMana.h"
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#include "AbilitySystem/AuraAttributeSet.h"
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#include "Interact/CombatInterface.h"
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UMMC_MaxMana::UMMC_MaxMana()
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{
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IntDef.AttributeToCapture = UAuraAttributeSet::GetIntelligenceAttribute();
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IntDef.AttributeSource = EGameplayEffectAttributeCaptureSource::Target;
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IntDef.bSnapshot = false;
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RelevantAttributesToCapture.Add(IntDef);
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}
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float UMMC_MaxMana::CalculateBaseMagnitude_Implementation(const FGameplayEffectSpec& Spec) const
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{
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const FGameplayTagContainer* SourceTags = Spec.CapturedSourceTags.GetAggregatedTags();
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const FGameplayTagContainer* TargetTags = Spec.CapturedTargetTags.GetAggregatedTags();
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FAggregatorEvaluateParameters EvaluateParams;
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EvaluateParams.SourceTags = SourceTags;
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EvaluateParams.TargetTags = TargetTags;
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float Int = 0.f;
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GetCapturedAttributeMagnitude(IntDef, Spec, EvaluateParams, Int);
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Int = FMath::Max<float>(Int, 0.0f);
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ICombatInterface* CombatInterface = Cast<ICombatInterface>(Spec.GetContext().GetSourceObject());
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const int32 PlayerLevel = CombatInterface->GetPlayerLevel();
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return 50.f + 2.5f * Int + 5.f * PlayerLevel;
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}
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