Files
2024-01-21 00:41:14 +01:00

109 lines
4.2 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "FortAttributeSet.h"
#include "FortGameplayAttributeData.h"
#include "FortDamageSet.generated.h"
UCLASS(Blueprintable, MinimalAPI)
class UFortDamageSet : public UFortAttributeSet {
GENERATED_BODY()
public:
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_OutgoingBaseDamage, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData OutgoingBaseDamage;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_OutgoingBaseEnvironmentalDamage, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData OutgoingBaseEnvironmentalDamage;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_OutgoingBaseImpactDamage, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData OutgoingBaseImpactDamage;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_OutgoingAbilityDamage, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData OutgoingAbilityDamage;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_OutgoingBaseAbilityDamageMultiplier, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData OutgoingBaseAbilityDamageMultiplier;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_ZoneCritMultiplier, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData ZoneCritMultiplier;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_DiceCritChance, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData DiceCritChance;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_DiceCritMultiplier, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData DiceCritMultiplier;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_KnockbackMagnitude, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData KnockbackMagnitude;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_KnockbackZAngle, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData KnockbackZAngle;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_StunTime, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData StunTime;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_WeaponSkill, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData WeaponSkill;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData CritRating;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData MaxMeleeComboLevel;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_ShieldDamageScale, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData ShieldDamageScale;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_HealthDamageScale, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData HealthDamageScale;
public:
UFortDamageSet();
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
protected:
UFUNCTION(BlueprintCallable)
void OnRep_ZoneCritMultiplier();
UFUNCTION(BlueprintCallable)
void OnRep_WeaponSkill();
UFUNCTION(BlueprintCallable)
void OnRep_StunTime();
UFUNCTION(BlueprintCallable)
void OnRep_ShieldDamageScale();
UFUNCTION(BlueprintCallable)
void OnRep_OutgoingBaseImpactDamage();
UFUNCTION(BlueprintCallable)
void OnRep_OutgoingBaseEnvironmentalDamage();
UFUNCTION(BlueprintCallable)
void OnRep_OutgoingBaseDamage();
UFUNCTION(BlueprintCallable)
void OnRep_OutgoingBaseAbilityDamageMultiplier();
UFUNCTION(BlueprintCallable)
void OnRep_OutgoingAbilityDamage();
UFUNCTION(BlueprintCallable)
void OnRep_KnockbackZAngle();
UFUNCTION(BlueprintCallable)
void OnRep_KnockbackMagnitude();
UFUNCTION(BlueprintCallable)
void OnRep_HealthDamageScale();
UFUNCTION(BlueprintCallable)
void OnRep_DiceCritMultiplier();
UFUNCTION(BlueprintCallable)
void OnRep_DiceCritChance();
};