这节课主要是怎么对Attribute进行在进行到游戏角色前先进行处理,以及游戏效果如何回调
AuraAttributeSet.h
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "AttributeSet.h"
#include "AbilitySystemComponent.h"
#include "GameFramework/Character.h"
#include "AuraAttributeSet.generated.h"
#define ATTRIBUTE_ACCESSORS(ClassName, PropertyName) \
GAMEPLAYATTRIBUTE_PROPERTY_GETTER(ClassName, PropertyName) \
GAMEPLAYATTRIBUTE_VALUE_GETTER(PropertyName) \
GAMEPLAYATTRIBUTE_VALUE_SETTER(PropertyName) \
GAMEPLAYATTRIBUTE_VALUE_INITTER(PropertyName)
/**
*
*/
//这里是一个结构体
USTRUCT()
struct FEffectProperties
{
GENERATED_BODY()
FEffectProperties(){}
FGameplayEffectContextHandle EffectContextHandle;
UPROPERTY()
UAbilitySystemComponent* SourceASC = nullptr;
UPROPERTY()
AActor* SourceAvatarActor = nullptr;
UPROPERTY()
AController* SourceController = nullptr;
UPROPERTY()
ACharacter* SourceCharacter = nullptr;
UPROPERTY()
UAbilitySystemComponent* TargetASC = nullptr;
UPROPERTY()
AActor* TargetAvatarActor = nullptr;
UPROPERTY()
AController* TargetController = nullptr;
UPROPERTY()
ACharacter* TargetCharacter = nullptr;
};
UCLASS()
class MYGAS_API UAuraAttributeSet : public UAttributeSet
{
GENERATED_BODY()
public:
UAuraAttributeSet();
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
virtual void PreAttributeChange(const FGameplayAttribute& Attribute, float& NewValue) override;
virtual void PostGameplayEffectExecute(const FGameplayEffectModCallbackData& Data) override;
//创建AttributeData属性,并且是可以被复制的
UPROPERTY(BlueprintReadOnly,ReplicatedUsing = OnRep_Health ,Category="Vital Attributes")
FGameplayAttributeData Health;
ATTRIBUTE_ACCESSORS(UAuraAttributeSet,Health);
UPROPERTY(BlueprintReadOnly,ReplicatedUsing = OnRep_MaxHealth ,Category="Vital Attributes")
FGameplayAttributeData MaxHealth;
ATTRIBUTE_ACCESSORS(UAuraAttributeSet,MaxHealth);
UPROPERTY(BlueprintReadOnly,ReplicatedUsing = OnRep_Mana ,Category="Vital Attributes")
FGameplayAttributeData Mana;
ATTRIBUTE_ACCESSORS(UAuraAttributeSet,Mana);
UPROPERTY(BlueprintReadOnly,ReplicatedUsing = OnRep_MaxMana ,Category="Vital Attributes")
FGameplayAttributeData MaxMana;
ATTRIBUTE_ACCESSORS(UAuraAttributeSet,MaxMana);
UFUNCTION()
void OnRep_Health(const FGameplayAttributeData& OldHealth) const;
UFUNCTION()
void OnRep_MaxHealth(const FGameplayAttributeData& OldMaxHealth) const;
UFUNCTION()
void OnRep_Mana(const FGameplayAttributeData& OldMana) const;
UFUNCTION()
void OnRep_MaxMana(const FGameplayAttributeData& OldMaxMana) const;
private:
void SetEffectProperties(const FGameplayEffectModCallbackData& Data , FEffectProperties& Props) const;
};
AuraAttributeSet.cpp
// Fill out your copyright notice in the Description page of Project Settings.
#include "AbilitySystem/AuraAttributeSet.h"
#include "AbilitySystemBlueprintLibrary.h"
#include "GameplayEffectExtension.h"
#include "GameFramework/Character.h"
#include "GameFramework/Pawn.h"
#include "Net/UnrealNetwork.h"
#include "PlayerController/AuraPlayerController.h"
UAuraAttributeSet::UAuraAttributeSet()
{
InitHealth(50.f);
InitMaxHealth(100.f);
InitMana(25.f);
InitMaxMana(50.f);
}
void UAuraAttributeSet::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
//用来表示在Actor生命周期内要复制的属性,被创建并且复制的时候在网络上进行同步,确保客户端和服务端状态一致
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
//这是一个宏,用来表现属性的复制条件和什么时候调用RepNotify,其中Cond指属性什么时候进行复制,Repnotify是指什么时候调用RepNotify函数,这里是Always,只要服务器接收到属性值就调用复制
DOREPLIFETIME_CONDITION_NOTIFY(UAuraAttributeSet,Health,COND_None,REPNOTIFY_Always);
DOREPLIFETIME_CONDITION_NOTIFY(UAuraAttributeSet,MaxHealth,COND_None,REPNOTIFY_Always);
// DOREPLIFETIME_CONDITION_NOTIFY(UAuraAttributeSet,Mana,COND_None,REPNOTIFY_Always);
// DOREPLIFETIME_CONDITION_NOTIFY(UAuraAttributeSet,MaxMana,COND_None,REPNOTIFY_Always);
}
//数值在应用到角色前进行修改
void UAuraAttributeSet::PreAttributeChange(const FGameplayAttribute& Attribute, float& NewValue)
{
Super::PreAttributeChange(Attribute, NewValue);
//限制 health和Mana的最低值和最高值
if(Attribute == GetHealthAttribute())
{
NewValue = FMath::Clamp(NewValue,0.f,GetMaxHealth());
}
if(Attribute == GetManaAttribute())
{
NewValue = FMath::Clamp(NewValue,0.f,GetMaxMana());
}
}
void UAuraAttributeSet::SetEffectProperties(const FGameplayEffectModCallbackData& Data, FEffectProperties& Props) const
{
// Source = causer of the effect , Targetg = Target of the Effect (owner of this AS) 效果的上下文处理,包括来源和目标
Props.EffectContextHandle = Data.EffectSpec.GetContext();
// 获取效果的来源能力系统组件
Props.SourceASC =Props.EffectContextHandle.GetOriginalInstigatorAbilitySystemComponent();
// 如果有效,则获取来源的相关信息
if(IsValid(Props.SourceASC) && Props.SourceASC->AbilityActorInfo.IsValid() && Props.SourceASC->AbilityActorInfo->AvatarActor.IsValid())
{
Props.SourceAvatarActor = Props.SourceASC->AbilityActorInfo->AvatarActor.Get();
Props.SourceController = Props.SourceASC->AbilityActorInfo->PlayerController.Get();
// 如果来源控制器为空且存在角色,则获取角色的控制器
if(Props.SourceController == nullptr && Props.SourceAvatarActor != nullptr)
{
if(const APawn* Pawn = Cast<APawn>(Props.SourceAvatarActor))
{
Props.SourceController = Pawn->GetController();
}
}
// 如果存在来源控制器,则尝试将其转换为角色
if(Props.SourceController)
{
Props.SourceCharacter = Cast<ACharacter>(Props.SourceController->GetPawn());
}
}
// 获取目标的相关信息
if(Data.Target.AbilityActorInfo.IsValid() && Data.Target.AbilityActorInfo->AvatarActor.IsValid())
{
Props.TargetAvatarActor = Data.Target.AbilityActorInfo->AvatarActor.Get();
Props.TargetController = Data.Target.AbilityActorInfo->PlayerController.Get();
Props.TargetCharacter = Cast<ACharacter>(Props.TargetAvatarActor);
Props.TargetASC = UAbilitySystemBlueprintLibrary::GetAbilitySystemComponent(Props.TargetAvatarActor);
}
//这里是用来Debug对生命值产生的数值
/*if(Data.EvaluatedData.Attribute == GetHealthAttribute())
{
UE_LOG(LogTemp , Warning , TEXT("Health from GetHealth :%f"), GetHealth());
UE_LOG(LogTemp , Warning , TEXT("Magnitude :%f"), Data.EvaluatedData.Magnitude);
}*/
}
void UAuraAttributeSet::PostGameplayEffectExecute(const FGameplayEffectModCallbackData& Data)
{
Super::PostGameplayEffectExecute(Data);
FEffectProperties Props;
SetEffectProperties(Data,Props);
}
void UAuraAttributeSet::OnRep_Health(const FGameplayAttributeData& OldHealth) const
{
//这是一个宏,当对象在服务端发生变化的时候可以复制到所有客户端上
GAMEPLAYATTRIBUTE_REPNOTIFY(UAuraAttributeSet,Health,OldHealth);
}
void UAuraAttributeSet::OnRep_MaxHealth(const FGameplayAttributeData& OldMaxHealth) const
{
GAMEPLAYATTRIBUTE_REPNOTIFY(UAuraAttributeSet,MaxHealth,OldMaxHealth);
}
void UAuraAttributeSet::OnRep_Mana(const FGameplayAttributeData& OldMana) const
{
GAMEPLAYATTRIBUTE_REPNOTIFY(UAuraAttributeSet,Mana,OldMana);
}
void UAuraAttributeSet::OnRep_MaxMana(const FGameplayAttributeData& OldMaxMana) const
{
GAMEPLAYATTRIBUTE_REPNOTIFY(UAuraAttributeSet,MaxMana,OldMaxMana);
}
附录
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