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

73 lines
2.8 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "FortAttributeSet.h"
#include "FortGameplayAttributeData.h"
#include "FortHealthSet.generated.h"
UCLASS(Blueprintable, MinimalAPI)
class UFortHealthSet : public UFortAttributeSet {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_Health, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData Health;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_MaxHealth, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData MaxHealth;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_CurrentShield, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData CurrentShield;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_Shield, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData Shield;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData Armor;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData DamageResistance;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData DamageVulnerability;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData ReflectDamageAbsolute;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData ReflectDamageFromSource;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData HealingSourceBaseMultiplier;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData Damage;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData ShieldDamage;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData HealingSource;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData HealingBonusTarget;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData Healing;
UFortHealthSet();
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
UFUNCTION(BlueprintCallable)
void OnRep_Shield();
UFUNCTION(BlueprintCallable)
void OnRep_MaxHealth();
UFUNCTION(BlueprintCallable)
void OnRep_Health();
UFUNCTION(BlueprintCallable)
void OnRep_CurrentShield();
};