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

58 lines
1.5 KiB
C

#pragma once
#include "CoreMinimal.h"
#include "Engine/DataTable.h"
#include "GenerateStructEffect.generated.h"
USTRUCT(BlueprintType)
struct FEffect : public FTableRowBase
{
GENERATED_BODY()
FEffect() :
sEffectType(),
sEffect(),
fEffectValue(),
fEffectDuration(),
iEffectNameId(),
iEffectDescId(),
sEffectIconPath()
{
}
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = Effect)
FString sEffectType;
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = Effect)
FString sEffect;
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = Effect)
float fEffectValue;
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = Effect)
float fEffectDuration;
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = Effect)
int32 iEffectNameId;
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = Effect)
int32 iEffectDescId;
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = Effect)
FString sEffectIconPath;
bool operator==(const FEffect& Other) const
{
return sEffectType == Other.sEffectType && sEffect == Other.sEffect && fEffectValue == Other.fEffectValue && fEffectDuration == Other.fEffectDuration && iEffectNameId == Other.iEffectNameId && iEffectDescId == Other.iEffectDescId && sEffectIconPath == Other.sEffectIconPath;
}
bool operator!=(const FEffect& Other) const
{
return !(*this == Other);
}
bool IsDefault() const
{
return sEffectType.IsEmpty() && sEffect.IsEmpty() && fEffectValue == 0 && fEffectDuration == 0 && iEffectNameId == 0 && iEffectDescId == 0 && sEffectIconPath.IsEmpty();
}
};