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