ProjectM/Source/ProjectT/Data/Gen/GenerateEnumDataTableKey.h

55 lines
2.2 KiB
C

//Generated DataTableKey Index to Enum
#pragma once
UENUM(BlueprintType)
enum class EDataTableKey : uint8
{
AnimationSet UMETA(DisplayName = "AnimationSet"),
CharacterMeshSet UMETA(DisplayName = "CharacterMeshSet"),
CharacterUnlock UMETA(DisplayName = "CharacterUnlock"),
Effect UMETA(DisplayName = "Effect"),
EnemyNpc UMETA(DisplayName = "EnemyNpc"),
HapticList UMETA(DisplayName = "HapticList"),
Item UMETA(DisplayName = "Item"),
ItemSet UMETA(DisplayName = "ItemSet"),
LevelObject UMETA(DisplayName = "LevelObject"),
Localization UMETA(DisplayName = "Localization"),
MeshList UMETA(DisplayName = "MeshList"),
Objective UMETA(DisplayName = "Objective"),
PlayerCharacter UMETA(DisplayName = "PlayerCharacter"),
Skill UMETA(DisplayName = "Skill"),
SocketList UMETA(DisplayName = "SocketList"),
SoundList UMETA(DisplayName = "SoundList"),
Stage UMETA(DisplayName = "Stage"),
VfxList UMETA(DisplayName = "VfxList"),
};
ENUM_RANGE_BY_FIRST_AND_LAST(EDataTableKey,EDataTableKey::AnimationSet,EDataTableKey::VfxList);
static FString EnumToString(EDataTableKey InEnum)
{
switch (InEnum)
{
case EDataTableKey::AnimationSet: return TEXT("AnimationSet");
case EDataTableKey::CharacterMeshSet: return TEXT("CharacterMeshSet");
case EDataTableKey::CharacterUnlock: return TEXT("CharacterUnlock");
case EDataTableKey::Effect: return TEXT("Effect");
case EDataTableKey::EnemyNpc: return TEXT("EnemyNpc");
case EDataTableKey::HapticList: return TEXT("HapticList");
case EDataTableKey::Item: return TEXT("Item");
case EDataTableKey::ItemSet: return TEXT("ItemSet");
case EDataTableKey::LevelObject: return TEXT("LevelObject");
case EDataTableKey::Localization: return TEXT("Localization");
case EDataTableKey::MeshList: return TEXT("MeshList");
case EDataTableKey::Objective: return TEXT("Objective");
case EDataTableKey::PlayerCharacter: return TEXT("PlayerCharacter");
case EDataTableKey::Skill: return TEXT("Skill");
case EDataTableKey::SocketList: return TEXT("SocketList");
case EDataTableKey::SoundList: return TEXT("SoundList");
case EDataTableKey::Stage: return TEXT("Stage");
case EDataTableKey::VfxList: return TEXT("VfxList");
default: checkf(false, TEXT("Error"));
}
return FString();
}