Merge pull request #65 from TheRiverNyx/main
upgrade to ue 5.6 and other stuffs
This commit is contained in:
@@ -1,10 +1,14 @@
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{
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"version": "1.0",
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"components": [
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"Component.Unreal.Debugger",
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"Component.Unreal.Ide",
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"Microsoft.Net.Component.4.6.2.TargetingPack",
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"Microsoft.VisualStudio.Component.VC.14.38.17.8.ATL",
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"Microsoft.VisualStudio.Component.VC.14.38.17.8.x86.x64",
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"Microsoft.VisualStudio.Component.VC.Llvm.Clang",
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"Microsoft.VisualStudio.Component.VC.Tools.x86.x64",
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"Microsoft.VisualStudio.Component.Windows10SDK.22621",
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"Microsoft.VisualStudio.Component.Windows11SDK.22621",
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"Microsoft.VisualStudio.Workload.CoreEditor",
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"Microsoft.VisualStudio.Workload.ManagedDesktop",
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"Microsoft.VisualStudio.Workload.NativeDesktop",
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Elistria_Calling/Content/MAIN_CONTENT/UI/Materials/M_RadialProgress_Inst.uasset
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Elistria_Calling/Content/MAIN_CONTENT/UI/Materials/M_RadialProgress_Inst.uasset
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@@ -1,6 +1,6 @@
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{
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"FileVersion": 3,
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"EngineAssociation": "5.4",
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"EngineAssociation": "5.6",
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"Category": "",
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"Description": "",
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"Modules": [
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@@ -66,3 +66,23 @@ void UHealthAttributeSet::PostGameplayEffectExecute(const FGameplayEffectModCall
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}
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}
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void UHealthAttributeSet::PostAttributeChange(const FGameplayAttribute& Attribute, float OldValue, float NewValue)
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{
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Super::PostAttributeChange(Attribute, OldValue, NewValue);
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if (Attribute == GetHealthAttribute())
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{
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const float ClampedHealth = FMath::Clamp(NewValue, 0.0f, GetMaxHealth());
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if (ClampedHealth != NewValue)
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{
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SetHealth(ClampedHealth);
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}
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}
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if (Attribute == GetMaxHealthAttribute())
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{
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const float ClampedMaxHealth = FMath::Max(1.0f, NewValue);
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if (ClampedMaxHealth != NewValue)
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{
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SetMaxHealth(ClampedMaxHealth);
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}
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}
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}
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@@ -48,8 +48,12 @@ void ULevelAttributeSet::ConsumeXPGain()
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const float Gain = GetXPGain();
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if (Gain > 0.0f)
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{
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SetXP(GetXP() + Gain);
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float OldXP = GetXP();
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float NewXP =OldXP + Gain;
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SetXP(NewXP);
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SetXPGain(0.0f);
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OnXPChanged.Broadcast(this, GetXP(), Gain);
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OnLevelChanged.Broadcast(this, GetXP()-Gain, Level.GetCurrentValue());
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}
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}
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@@ -108,5 +112,6 @@ void ULevelAttributeSet::PostGameplayEffectExecute(const FGameplayEffectModCallb
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SetLevel(static_cast<float>(Lvl));
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SetXP(FMath::Clamp(GetXP(),0.0f,ComputeXPForLevel(Lvl)));
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SetXPToNextLevel(ComputeXPForLevel(Lvl));
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OnXPToNextLevelChanged.Broadcast(this, XPToNextLevel.GetCurrentValue(), XPToNextLevel.GetCurrentValue());
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}
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}
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@@ -38,6 +38,7 @@ void UManaAttributeSet::PostGameplayEffectExecute(const FGameplayEffectModCallba
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if (Data.EvaluatedData.Attribute == GetManaAttribute())
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{
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SetMana(FMath::Clamp(GetMana(), 0.0f, GetMaxMana()));
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;
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}
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if (Data.EvaluatedData.Attribute == GetCostAttribute())
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{
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@@ -48,7 +49,9 @@ void UManaAttributeSet::PostGameplayEffectExecute(const FGameplayEffectModCallba
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if (OldMana!=NewMana)
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{
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SetMana(NewMana);
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OnManaChanged.Broadcast(this, OldMana, NewMana);
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}
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OnManaChanged.Broadcast(this, OldMana, NewMana);
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SetCost(0.0f);
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}
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if (Data.EvaluatedData.Attribute==GetRestoreAttribute())
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@@ -60,7 +63,9 @@ void UManaAttributeSet::PostGameplayEffectExecute(const FGameplayEffectModCallba
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if (OldMana!=NewMana)
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{
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SetMana(NewMana);
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OnManaChanged.Broadcast(this, OldMana, NewMana);
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}
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OnManaChanged.Broadcast(this, OldMana, NewMana);
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SetRestore(0.0f);
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}
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}
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@@ -45,6 +45,7 @@ void UStaminaAttributeSet::PostGameplayEffectExecute(const FGameplayEffectModCal
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if (OldStamina!=NewStamina)
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{
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SetStamina(NewStamina);
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OnMaxStaminaChanged.Broadcast(this, OldStamina, NewStamina);
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}
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SetDrain(0.0f);
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}
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@@ -57,6 +58,7 @@ void UStaminaAttributeSet::PostGameplayEffectExecute(const FGameplayEffectModCal
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if (OldStamina!=NewStamina)
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{
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SetStamina(NewStamina);
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OnMaxStaminaChanged.Broadcast(this, OldStamina, NewStamina);
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}
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}
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}
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@@ -33,6 +33,7 @@ void AMagickPlayerState::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& O
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DOREPLIFETIME_CONDITION_NOTIFY(AMagickPlayerState, ManaSet, COND_None, REPNOTIFY_Always);
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DOREPLIFETIME_CONDITION_NOTIFY(AMagickPlayerState, HealthSet, COND_None, REPNOTIFY_Always);
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DOREPLIFETIME_CONDITION_NOTIFY(AMagickPlayerState, StaminaSet, COND_None, REPNOTIFY_Always);
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DOREPLIFETIME_CONDITION_NOTIFY(AMagickPlayerState, LevelSet, COND_None, REPNOTIFY_Always);
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}
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void AMagickPlayerState::SetupAbilityActorInfo()
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@@ -70,5 +71,9 @@ void AMagickPlayerState::SetupAbilityActorInfo()
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ElistriaAbilitySystemComponent->AddAttributeSetSubobject(LevelSet.Get());
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}
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}
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}
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void AMagickPlayerState::OnRep_ElistriaAbilitySystemComponent()
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{
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// Whenever the ability system component is replicated, we need to refresh the actor info
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return;
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}
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@@ -24,6 +24,10 @@ public:
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virtual void PostGameplayEffectExecute(const FGameplayEffectModCallbackData& Data) override;
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virtual void PostAttributeChange(const FGameplayAttribute& Attribute, float OldValue, float NewValue) override;
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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UPROPERTY(VisibleAnywhere,BlueprintReadOnly,ReplicatedUsing=OnRep_Health)
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@@ -11,7 +11,6 @@
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/**
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*
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*/
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UCLASS()
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class ELISTRIA_CALLING_API UStaminaAttributeSet : public UElistriaAttributeSetBase
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{
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@@ -31,7 +31,7 @@ public:
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void SetupAbilityActorInfo();
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protected:
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Abilities, Replicated)
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Abilities, ReplicatedUsing = OnRep_ElistriaAbilitySystemComponent)
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TObjectPtr<class UElistriaAbilitySystemComponent> ElistriaAbilitySystemComponent;
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UPROPERTY(Replicated)
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@@ -46,6 +46,8 @@ protected:
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UPROPERTY(Replicated)
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TObjectPtr<ULevelAttributeSet> LevelSet;
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UFUNCTION()
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void OnRep_ElistriaAbilitySystemComponent();
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private:
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};
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