#pragma once #include "CoreMinimal.h" #include "Engine/DataTable.h" #include "GenerateStructPlayerCharacter.generated.h" USTRUCT(BlueprintType) struct FPlayerCharacter : public FTableRowBase { GENERATED_BODY() FPlayerCharacter() : fCharHp(), fCharMove(), fCharMoveSound(), fCharRun(), fCharRunSound(), fStamina(), fStaRecovery(), iItemSlot(), iCharAttackId(), iCharSkillId(), iCharNameId(), iCharDescId(), iPassiveName1Id(), iPassiveDesc1Id(), iPassiveName2Id(), iPassiveDesc2Id(), iPassiveName3Id(), iPassiveDesc3Id(), iCharMeshSetId(), iCharAniSetId(), sCharBlueprintPath(), sCharIconPath() { } UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = PlayerCharacter) float fCharHp; UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = PlayerCharacter) float fCharMove; UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = PlayerCharacter) float fCharMoveSound; UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = PlayerCharacter) float fCharRun; UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = PlayerCharacter) float fCharRunSound; UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = PlayerCharacter) float fStamina; UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = PlayerCharacter) float fStaRecovery; UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = PlayerCharacter) int32 iItemSlot; UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = PlayerCharacter) int32 iCharAttackId; UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = PlayerCharacter) int32 iCharSkillId; UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = PlayerCharacter) int32 iCharNameId; UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = PlayerCharacter) int32 iCharDescId; UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = PlayerCharacter) int32 iPassiveName1Id; UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = PlayerCharacter) int32 iPassiveDesc1Id; UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = PlayerCharacter) int32 iPassiveName2Id; UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = PlayerCharacter) int32 iPassiveDesc2Id; UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = PlayerCharacter) int32 iPassiveName3Id; UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = PlayerCharacter) int32 iPassiveDesc3Id; UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = PlayerCharacter) int32 iCharMeshSetId; UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = PlayerCharacter) int32 iCharAniSetId; UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = PlayerCharacter) FString sCharBlueprintPath; UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = PlayerCharacter) FString sCharIconPath; bool operator==(const FPlayerCharacter& Other) const { return fCharHp == Other.fCharHp && fCharMove == Other.fCharMove && fCharMoveSound == Other.fCharMoveSound && fCharRun == Other.fCharRun && fCharRunSound == Other.fCharRunSound && fStamina == Other.fStamina && fStaRecovery == Other.fStaRecovery && iItemSlot == Other.iItemSlot && iCharAttackId == Other.iCharAttackId && iCharSkillId == Other.iCharSkillId && iCharNameId == Other.iCharNameId && iCharDescId == Other.iCharDescId && iPassiveName1Id == Other.iPassiveName1Id && iPassiveDesc1Id == Other.iPassiveDesc1Id && iPassiveName2Id == Other.iPassiveName2Id && iPassiveDesc2Id == Other.iPassiveDesc2Id && iPassiveName3Id == Other.iPassiveName3Id && iPassiveDesc3Id == Other.iPassiveDesc3Id && iCharMeshSetId == Other.iCharMeshSetId && iCharAniSetId == Other.iCharAniSetId && sCharBlueprintPath == Other.sCharBlueprintPath && sCharIconPath == Other.sCharIconPath; } bool operator!=(const FPlayerCharacter& Other) const { return !(*this == Other); } bool IsDefault() const { return fCharHp == 0 && fCharMove == 0 && fCharMoveSound == 0 && fCharRun == 0 && fCharRunSound == 0 && fStamina == 0 && fStaRecovery == 0 && iItemSlot == 0 && iCharAttackId == 0 && iCharSkillId == 0 && iCharNameId == 0 && iCharDescId == 0 && iPassiveName1Id == 0 && iPassiveDesc1Id == 0 && iPassiveName2Id == 0 && iPassiveDesc2Id == 0 && iPassiveName3Id == 0 && iPassiveDesc3Id == 0 && iCharMeshSetId == 0 && iCharAniSetId == 0 && sCharBlueprintPath.IsEmpty() && sCharIconPath.IsEmpty(); } };