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130 lines (103 loc) · 4.69 KB
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using GameplayAbilitySystem.GameplayEffects;
using GameplayAbilitySystem.Interfaces;
using System.Collections.Generic;
using System.Linq;
using Unity.Entities;
using UnityEngine;
namespace GameplayAbilitySystem.Attributes {
/// <inheritdoc />
[AddComponentMenu("Gameplay Ability System/Attribute Set")]
[System.Serializable]
[RequireComponent(typeof(AbilitySystemComponent))]
public class AttributeSet : MonoBehaviour, IAttributeSet, IConvertGameObjectToEntity {
[SerializeField]
private AttributeChangeDataEvent _attributeBaseValueChanged = default;
/// <inheritdoc />
public AttributeChangeDataEvent AttributeBaseValueChanged => _attributeBaseValueChanged;
/// <inheritDoc />
[SerializeField]
private AttributeChangeDataEvent _attributeCurrentValueChanged = default;
public AttributeChangeDataEvent AttributeCurrentValueChanged => _attributeCurrentValueChanged;
/// <inheritdoc />
[SerializeField]
private List<Attribute> _attributes;
public List<Attribute> Attributes { get => _attributes; set => _attributes = value; }
[SerializeField]
private BaseAttributeChangeHandler _preAttributeBaseChangeHandler = default;
public BaseAttributeChangeHandler PreAttributeBaseChangeHandler => _preAttributeBaseChangeHandler;
[SerializeField]
private BaseAttributeChangeHandler _preAttributeChangeHandler = default;
public BaseAttributeChangeHandler PreAttributeChangeHandler => _preAttributeChangeHandler;
/// <inheritdoc />
public AbilitySystemComponent GetOwningAbilitySystem() {
return GetComponent<AbilitySystemComponent>();
}
/// <inheritdoc />
public bool PreGameplayEffectExecute(GameplayEffect Effect, GameplayModifierEvaluatedData EvalData) {
return true;
}
/// <inheritdoc />
public void PreAttributeBaseChange(IAttribute Attribute, ref float newMagnitude) {
if (_preAttributeBaseChangeHandler != null) {
_preAttributeBaseChangeHandler.OnAttributeChange(this, Attribute, ref newMagnitude);
}
return;
}
/// <inheritdoc />
public void PreAttributeChange(IAttribute Attribute, ref float NewValue) {
if (_preAttributeChangeHandler != null) {
_preAttributeChangeHandler.OnAttributeChange(this, Attribute, ref NewValue);
}
return;
}
public void UpdateAttributes() {
for (int i = 0; i < Attributes.Count; i++) {
}
}
/// <inheritdoc />
public void PostGameplayEffectExecute(GameplayEffect Effect, GameplayModifierEvaluatedData EvalData) {
return;
}
private void SetAttributeEntityProperty(Attribute attribute, ref AttributesComponent attributesComponent) {
var baseAttributeComponent = new BaseAttributeComponent() {
BaseValue = attribute.BaseValue,
CurrentValue = attribute.CurrentValue
};
// Find the property in attribute component which matches the current attribute AttributeType (use name)
var fieldName = attribute.AttributeType.name;
var fieldInfo = typeof(AttributesComponent).GetField(fieldName);
if (fieldInfo != null) {
var fieldObjectConversion = fieldInfo.GetValue(attributesComponent);
if (fieldObjectConversion is BaseAttributeComponent) {
object boxed = attributesComponent;
fieldInfo.SetValue(boxed, baseAttributeComponent);
attributesComponent = (AttributesComponent)boxed;
}
}
}
public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem) {
var data = new AttributesComponent {
Health = new BaseAttributeComponent {
BaseValue = 0,
CurrentValue = 0,
},
Mana = new BaseAttributeComponent {
BaseValue = 0,
CurrentValue = 0,
},
MaxHealth = new BaseAttributeComponent {
BaseValue = 0,
CurrentValue = 0,
},
MaxMana = new BaseAttributeComponent {
BaseValue = 0,
CurrentValue = 0,
},
};
for (var i = 0; i < Attributes.Count; i++) {
SetAttributeEntityProperty(Attributes[i], ref data);
}
dstManager.AddComponentData(entity, data);
}
}
}