ProjectM/Source/ProjectT/Data/Gen/GenerateStructCharacterUnlo...

46 lines
1.1 KiB
C

#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;
}
};