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

54 lines
1.3 KiB
C

#pragma once
#include "CoreMinimal.h"
#include "Engine/DataTable.h"
#include "GenerateStructItem.generated.h"
USTRUCT(BlueprintType)
struct FItem : public FTableRowBase
{
GENERATED_BODY()
FItem() :
sItemType(),
iItemSkillId(),
iItemMeshId(),
sItemIconPath(),
iItemNameId(),
iItemDescId()
{
}
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = Item)
FString sItemType;
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = Item)
int32 iItemSkillId;
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = Item)
int32 iItemMeshId;
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = Item)
FString sItemIconPath;
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = Item)
int32 iItemNameId;
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = Item)
int32 iItemDescId;
bool operator==(const FItem& Other) const
{
return sItemType == Other.sItemType && iItemSkillId == Other.iItemSkillId && iItemMeshId == Other.iItemMeshId && sItemIconPath == Other.sItemIconPath && iItemNameId == Other.iItemNameId && iItemDescId == Other.iItemDescId;
}
bool operator!=(const FItem& Other) const
{
return !(*this == Other);
}
bool IsDefault() const
{
return sItemType.IsEmpty() && iItemSkillId == 0 && iItemMeshId == 0 && sItemIconPath.IsEmpty() && iItemNameId == 0 && iItemDescId == 0;
}
};