Migration

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2024-03-20 16:21:19 +01:00
commit 4d87f6e4ab
1847 changed files with 19406 additions and 0 deletions

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// Amasson
#pragma once
#include "CoreMinimal.h"
#include "UObject/Interface.h"
#include "GameplayEffectInterceptor.generated.h"
// This class does not need to be modified.
UINTERFACE(MinimalAPI)
class UGameplayEffectInterceptor : public UInterface
{
GENERATED_BODY()
};
/**
*
*/
class AURA_API IGameplayEffectInterceptor
{
GENERATED_BODY()
// Add interface functions to this class. This is the class that will be inherited to implement this interface.
public:
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Effect Interceptor")
void WillApplyGameplayEffectSpec(const FGameplayEffectSpec& GameplayEffect, bool& bIntercepted);
};

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// Amasson
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "LevelingExperienceComponent.generated.h"
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnLevelChangedSignature, int32, NewLevel);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnExperienceChangedSignature, int32, TotalExperience, float, Progress);
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class AURA_API ULevelingExperienceComponent : public UActorComponent
{
GENERATED_BODY()
protected:
virtual void BeginPlay() override;
public:
ULevelingExperienceComponent();
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
/* Level */
FORCEINLINE int32 GetPlayerLevel() const { return Level; }
UFUNCTION(BlueprintCallable, Category = "Level")
void AddToLevel(int32 AddLevel, bool KeepProgressPercent = true);
UFUNCTION(BlueprintCallable, Category = "Level")
void SetLevel(int32 NewLevel, bool KeepProgressPercent = true);
UPROPERTY(BlueprintAssignable, Category = "Level")
FOnLevelChangedSignature OnLevelChanged;
/* Experience */
FORCEINLINE int32 GetExperience() const { return Experience; }
UFUNCTION(BlueprintCallable, Category = "Experience")
void AddToExperience(int32 AddExperience);
UFUNCTION(BlueprintCallable, Category = "Experience")
void SetExperience(int32 NewExperience);
UFUNCTION(BlueprintCallable, Category = "Experience")
float GetExperienceProgress() const;
UPROPERTY(BlueprintAssignable, Category = "Experience")
FOnExperienceChangedSignature OnExperienceChanged;
/* Leveling Infos */
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Data")
TObjectPtr<class ULevelingInfo> LevelingInfo;
private:
void UpdateLevel(bool ForwardOnly);
/* Level */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, ReplicatedUsing = OnRep_Level, Category = "Level", meta = (AllowPrivateAccess = true))
int32 Level = 1;
UFUNCTION() void OnRep_Level(int32 OldLevel) const;
/* Experience */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, ReplicatedUsing = OnRep_Experience, Category = "Experience", meta = (AllowPrivateAccess = true))
int32 Experience = 0;
UFUNCTION() void OnRep_Experience(int32 OldExperience) const;
/* Cached Experiences */
int32 CachedLevel = -1;
int32 CachedMinExperience;
int32 CachedMaxExperience;
void UpdateCacheLevel();
};

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// Amasson
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "PerkPointsComponent.generated.h"
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnPointChangedSignature, int32, NewPoints);
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class AURA_API UPerkPointsComponent : public UActorComponent
{
GENERATED_BODY()
public:
// Sets default values for this component's properties
UPerkPointsComponent();
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
/** Attribute Points */
FORCEINLINE int32 GetAttributePoints() const { return AttributePoints; }
UFUNCTION(BlueprintCallable, Category = "Attributes")
void AddToAttributePoints(int32 AddingPoints);
UFUNCTION(BlueprintCallable, Category = "Attributes")
int32 SpendAttributePoints(int32 Count);
UFUNCTION(BlueprintCallable, Category = "Attributes")
void SetAttributePoints(int32 NewPoints);
UPROPERTY(BlueprintAssignable, Category = "Attributes")
FOnPointChangedSignature OnAttributePointsChangedDelegate;
/** Ability Points */
FORCEINLINE int32 GetAbilityPoints() const { return AbilityPoints; }
UFUNCTION(BlueprintCallable, Category = "Abilities")
void AddToAbilityPoints(int32 AddingPoints);
UFUNCTION(BlueprintCallable, Category = "Abilities")
int32 SpendAbilityPoints(int32 Count);
UFUNCTION(BlueprintCallable, Category = "Abilities")
void SetAbilityPoints(int32 NewPoints);
UPROPERTY(BlueprintAssignable, Category = "Abilities")
FOnPointChangedSignature OnAbilityPointsChangedDelegate;
protected:
/** Attribute Points */
UPROPERTY(BlueprintReadOnly, ReplicatedUsing = OnRep_AttributePoints, Category = "Attributes")
int32 AttributePoints = 0;
UFUNCTION() void OnRep_AttributePoints(int32 OldAttributePoints) const;
/** Ability Points */
UPROPERTY(BlueprintReadOnly, ReplicatedUsing = OnRep_AbilityPoints, Category = "Abilitys")
int32 AbilityPoints = 0;
UFUNCTION() void OnRep_AbilityPoints(int32 OldAbilityPoints) const;
};