G1R AngelScript
Scripting reference for the Gothic 1 Remake
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UAttributeSet_Sleep Class Reference

Handles all attributes related to sleeping. Note about sleep time recovery: we don't use a sleep time recovery rate here in order to avoid precision issues. We use a simple "counter"-based model instead (recover X amount after Y hours). Note that all the "hour" values can be fractional. Ex: 1.5h is 1 hour and 30 minutes. More...

Static Public Member Functions

Static Functions
static UClass StaticClass ()
Static Public Member Functions inherited from UAttributeSetBase
static UClass StaticClass ()
Static Public Member Functions inherited from UAngelscriptAttributeSet
static UClass StaticClass ()
static bool TryGetGameplayAttribute (TSubclassOf< UAngelscriptAttributeSet > AttributeSetClass, FName AttributeName, FGameplayAttribute &OutGameplayAttribute)
 Attempt to find a gameplay attribute. This is useful with for example dynamic attributes where you are not sure if the attribute exists.
static FGameplayAttribute GetGameplayAttribute (TSubclassOf< UAngelscriptAttributeSet > AttributeSetClass, FName AttributeName)
 Get an attribute on an attribute set that you expects will exist and want to assert if it for whatever reason does not.
static bool CompareGameplayAttributes (FGameplayAttribute First, FGameplayAttribute Second)
 Comapre two gameplay attributes whether or not they are equal.
Static Public Member Functions inherited from UAttributeSet
static UClass StaticClass ()
Static Public Member Functions inherited from UObject
static UClass StaticClass ()

Public Attributes

AttributeSet_Sleep
FGameplayAttributeData MaxSleepTime
 Max sleep time value, in hours.
FGameplayAttributeData SleepTimeRecoveryAmount
 Sleep time recovery amount, in hours. How much sleep time is recovered every recovery period.
FGameplayAttributeData SleepTimeRecoveryPeriod
 Sleep time recovery period, in hours. How long to wait before sleep time gets recovered.
FGameplayAttributeData MaxRestTime
 Max time character can rest to let time pass sleeping.
FGameplayAttributeData SleepTime
 Current sleep time value, in hours.
Public Attributes inherited from UAngelscriptAttributeSet
const UAngelscriptAbilitySystemComponent OwningAbilitySystemComponent
const AActor OwningActor
const FGameplayAbilityActorInfo & ActorInfo
TArray< FName > ReplicatedAttributeBlackList
 The default behavior of the attribute set is to replicate all attributes for the entire lifetime of the set. If you don't want an attribute to be replicated, add its name to this list.
Public Attributes inherited from UObject
const UClass Class
const UObject Outer
const UPackage Outermost
const UPackage Package
const UWorld World
const FName Name
const bool IsRooted

Additional Inherited Members

Public Member Functions inherited from UAngelscriptAttributeSet
FGameplayAbilityActorInfo & GetActorInfo () const
bool TryGetAttributeBaseValue (FName AttributeName, float32 &OutBaseValue)
bool TrySetAttributeBaseValue (FName AttributeName, float32 NewBaseValue)
 Use these functions when you are not sure if the attribute you are trying to manipulate will exist on the set.
UAngelscriptAbilitySystemComponent GetOwningAbilitySystemComponent () const
bool TryGetAttributeCurrentValue (FName AttributeName, float32 &OutCurrentValue)
AActor GetOwningActor ()
bool OnInitFromMetaDataTable (const UDataTable DataTable)
 Return true if you could load the data. False if you want to use the default loading function.
void PostGameplayEffectExecute (FGameplayEffectSpec EffectSpec, FGameplayModifierEvaluatedData &EvaluatedData, UAngelscriptAbilitySystemComponent AbilitySystemComponent)
void PostAttributeBaseChange (FGameplayAttribute Attribute, float32 OldValue, float32 NewValue) const
void PreAttributeBaseChange (FGameplayAttribute Attribute, float32 &NewValue) const
void PostAttributeChange (FGameplayAttribute Attribute, float32 OldValue, float32 NewValue)
void PreAttributeChange (FGameplayAttribute Attribute, float32 &NewValue)
bool PreGameplayEffectExecute (FGameplayEffectSpec EffectSpec, FGameplayModifierEvaluatedData &EvaluatedData, UAngelscriptAbilitySystemComponent AbilitySystemComponent)
 Return true if you want to allow the effect to execute.
void OnRep_Attribute (FAngelscriptGameplayAttributeData &OldAttributeData)
void InitFromMetaDataTable (const UDataTable DataTable)
Public Member Functions inherited from UObject
bool MarkPackageDirty () const
void RemoveFromRoot ()
bool GetIsRooted () const
bool IsTransient () const
bool Modify (bool bAlwaysMarkDirty=true)
void SetTransactional (bool bTransactional)
bool IsSupportedForNetworking () const
UClass GetClass () const
UObject GetOuter () const
UObject GetTypedOuter (TSubclassOf< UObject > Target) const
 Traverses the outer chain searching for the next object of a certain type.
UPackage GetOutermost () const
UPackage GetPackage () const
void AddToRoot ()
UWorld GetWorld () const
FName GetName () const
FString GetFullName (const UObject StopOuter=nullptr) const
FString GetPathName (const UObject StopOuter=nullptr) const
bool IsA (const UClass Class) const
 Returns true if this object is of the specified type, or a child of that type.
void SaveConfig ()
void LoadConfig ()
void ReloadConfig ()
void CopyScriptPropertiesFrom (const UObject OtherObject)
void opCast (?&Address) const
FString ToString () const

Detailed Description

Handles all attributes related to sleeping. Note about sleep time recovery: we don't use a sleep time recovery rate here in order to avoid precision issues. We use a simple "counter"-based model instead (recover X amount after Y hours). Note that all the "hour" values can be fractional. Ex: 1.5h is 1 hour and 30 minutes.

Member Function Documentation

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ MaxRestTime

Max time character can rest to let time pass sleeping.

◆ MaxSleepTime

FGameplayAttributeData MaxSleepTime

Max sleep time value, in hours.

◆ SleepTime

Current sleep time value, in hours.

◆ SleepTimeRecoveryAmount

FGameplayAttributeData SleepTimeRecoveryAmount

Sleep time recovery amount, in hours. How much sleep time is recovered every recovery period.

◆ SleepTimeRecoveryPeriod

FGameplayAttributeData SleepTimeRecoveryPeriod

Sleep time recovery period, in hours. How long to wait before sleep time gets recovered.