#pragma once #include "CoreMinimal.h" #include "Engine/DataTable.h" #include "GenerateStructCharacterUnlock.generated.h" USTRUCT(BlueprintType) struct FCharacterUnlock : public FTableRowBase { GENERATED_BODY() FCharacterUnlock() : sUnlockType(), iPlayerCharId(), iClearStage(), iUnlockDescId() { } UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = CharacterUnlock) FString sUnlockType; UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = CharacterUnlock) int32 iPlayerCharId; UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = CharacterUnlock) int32 iClearStage; UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = CharacterUnlock) int32 iUnlockDescId; bool operator==(const FCharacterUnlock& Other) const { return sUnlockType == Other.sUnlockType && iPlayerCharId == Other.iPlayerCharId && iClearStage == Other.iClearStage && iUnlockDescId == Other.iUnlockDescId; } bool operator!=(const FCharacterUnlock& Other) const { return !(*this == Other); } bool IsDefault() const { return sUnlockType.IsEmpty() && iPlayerCharId == 0 && iClearStage == 0 && iUnlockDescId == 0; } };