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

102 lines
3.2 KiB
C

#pragma once
#include "CoreMinimal.h"
#include "Engine/DataTable.h"
#include "GenerateStructEnemyNpc.generated.h"
USTRUCT(BlueprintType)
struct FEnemyNpc : public FTableRowBase
{
GENERATED_BODY()
FEnemyNpc() :
sNpcType(),
fNpcHp(),
fNpcMove(),
fNpcRun(),
fSightLength(),
fSightAngle(),
fAttackLength(),
fChaseLength(),
fRotationAngle(),
fRotationSpeed(),
fDoubtTime(),
fNpcNoise(),
fMoveProb(),
fSearchProb(),
fScoutProb(),
iNpcAttackId(),
iNpcNameId(),
iNpcMeshSetId()
{
}
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = EnemyNpc)
FString sNpcType;
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = EnemyNpc)
float fNpcHp;
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = EnemyNpc)
float fNpcMove;
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = EnemyNpc)
float fNpcRun;
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = EnemyNpc)
float fSightLength;
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = EnemyNpc)
float fSightAngle;
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = EnemyNpc)
float fAttackLength;
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = EnemyNpc)
float fChaseLength;
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = EnemyNpc)
float fRotationAngle;
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = EnemyNpc)
float fRotationSpeed;
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = EnemyNpc)
float fDoubtTime;
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = EnemyNpc)
float fNpcNoise;
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = EnemyNpc)
float fMoveProb;
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = EnemyNpc)
float fSearchProb;
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = EnemyNpc)
float fScoutProb;
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = EnemyNpc)
int32 iNpcAttackId;
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = EnemyNpc)
int32 iNpcNameId;
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = EnemyNpc)
int32 iNpcMeshSetId;
bool operator==(const FEnemyNpc& Other) const
{
return sNpcType == Other.sNpcType && fNpcHp == Other.fNpcHp && fNpcMove == Other.fNpcMove && fNpcRun == Other.fNpcRun && fSightLength == Other.fSightLength && fSightAngle == Other.fSightAngle && fAttackLength == Other.fAttackLength && fChaseLength == Other.fChaseLength && fRotationAngle == Other.fRotationAngle && fRotationSpeed == Other.fRotationSpeed && fDoubtTime == Other.fDoubtTime && fNpcNoise == Other.fNpcNoise && fMoveProb == Other.fMoveProb && fSearchProb == Other.fSearchProb && fScoutProb == Other.fScoutProb && iNpcAttackId == Other.iNpcAttackId && iNpcNameId == Other.iNpcNameId && iNpcMeshSetId == Other.iNpcMeshSetId;
}
bool operator!=(const FEnemyNpc& Other) const
{
return !(*this == Other);
}
bool IsDefault() const
{
return sNpcType.IsEmpty() && fNpcHp == 0 && fNpcMove == 0 && fNpcRun == 0 && fSightLength == 0 && fSightAngle == 0 && fAttackLength == 0 && fChaseLength == 0 && fRotationAngle == 0 && fRotationSpeed == 0 && fDoubtTime == 0 && fNpcNoise == 0 && fMoveProb == 0 && fSearchProb == 0 && fScoutProb == 0 && iNpcAttackId == 0 && iNpcNameId == 0 && iNpcMeshSetId == 0;
}
};