118 lines
4.2 KiB
C
118 lines
4.2 KiB
C
#pragma once
|
|
|
|
#include "CoreMinimal.h"
|
|
#include "Engine/DataTable.h"
|
|
#include "GenerateStructPlayerCharacter.generated.h"
|
|
|
|
USTRUCT(BlueprintType)
|
|
struct FPlayerCharacter : public FTableRowBase
|
|
{
|
|
GENERATED_BODY()
|
|
|
|
FPlayerCharacter() :
|
|
fCharHp(),
|
|
fCharMove(),
|
|
fCharMoveSound(),
|
|
fCharRun(),
|
|
fCharRunSound(),
|
|
fStamina(),
|
|
fStaRecovery(),
|
|
iItemSlot(),
|
|
iCharAttackId(),
|
|
iCharSkillId(),
|
|
iCharNameId(),
|
|
iCharDescId(),
|
|
iPassiveName1Id(),
|
|
iPassiveDesc1Id(),
|
|
iPassiveName2Id(),
|
|
iPassiveDesc2Id(),
|
|
iPassiveName3Id(),
|
|
iPassiveDesc3Id(),
|
|
iCharMeshSetId(),
|
|
iCharAniSetId(),
|
|
sCharBlueprintPath(),
|
|
sCharIconPath()
|
|
{
|
|
}
|
|
|
|
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = PlayerCharacter)
|
|
float fCharHp;
|
|
|
|
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = PlayerCharacter)
|
|
float fCharMove;
|
|
|
|
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = PlayerCharacter)
|
|
float fCharMoveSound;
|
|
|
|
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = PlayerCharacter)
|
|
float fCharRun;
|
|
|
|
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = PlayerCharacter)
|
|
float fCharRunSound;
|
|
|
|
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = PlayerCharacter)
|
|
float fStamina;
|
|
|
|
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = PlayerCharacter)
|
|
float fStaRecovery;
|
|
|
|
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = PlayerCharacter)
|
|
int32 iItemSlot;
|
|
|
|
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = PlayerCharacter)
|
|
int32 iCharAttackId;
|
|
|
|
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = PlayerCharacter)
|
|
int32 iCharSkillId;
|
|
|
|
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = PlayerCharacter)
|
|
int32 iCharNameId;
|
|
|
|
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = PlayerCharacter)
|
|
int32 iCharDescId;
|
|
|
|
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = PlayerCharacter)
|
|
int32 iPassiveName1Id;
|
|
|
|
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = PlayerCharacter)
|
|
int32 iPassiveDesc1Id;
|
|
|
|
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = PlayerCharacter)
|
|
int32 iPassiveName2Id;
|
|
|
|
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = PlayerCharacter)
|
|
int32 iPassiveDesc2Id;
|
|
|
|
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = PlayerCharacter)
|
|
int32 iPassiveName3Id;
|
|
|
|
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = PlayerCharacter)
|
|
int32 iPassiveDesc3Id;
|
|
|
|
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = PlayerCharacter)
|
|
int32 iCharMeshSetId;
|
|
|
|
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = PlayerCharacter)
|
|
int32 iCharAniSetId;
|
|
|
|
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = PlayerCharacter)
|
|
FString sCharBlueprintPath;
|
|
|
|
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = PlayerCharacter)
|
|
FString sCharIconPath;
|
|
|
|
bool operator==(const FPlayerCharacter& Other) const
|
|
{
|
|
return fCharHp == Other.fCharHp && fCharMove == Other.fCharMove && fCharMoveSound == Other.fCharMoveSound && fCharRun == Other.fCharRun && fCharRunSound == Other.fCharRunSound && fStamina == Other.fStamina && fStaRecovery == Other.fStaRecovery && iItemSlot == Other.iItemSlot && iCharAttackId == Other.iCharAttackId && iCharSkillId == Other.iCharSkillId && iCharNameId == Other.iCharNameId && iCharDescId == Other.iCharDescId && iPassiveName1Id == Other.iPassiveName1Id && iPassiveDesc1Id == Other.iPassiveDesc1Id && iPassiveName2Id == Other.iPassiveName2Id && iPassiveDesc2Id == Other.iPassiveDesc2Id && iPassiveName3Id == Other.iPassiveName3Id && iPassiveDesc3Id == Other.iPassiveDesc3Id && iCharMeshSetId == Other.iCharMeshSetId && iCharAniSetId == Other.iCharAniSetId && sCharBlueprintPath == Other.sCharBlueprintPath && sCharIconPath == Other.sCharIconPath;
|
|
}
|
|
bool operator!=(const FPlayerCharacter& Other) const
|
|
{
|
|
return !(*this == Other);
|
|
}
|
|
bool IsDefault() const
|
|
{
|
|
return fCharHp == 0 && fCharMove == 0 && fCharMoveSound == 0 && fCharRun == 0 && fCharRunSound == 0 && fStamina == 0 && fStaRecovery == 0 && iItemSlot == 0 && iCharAttackId == 0 && iCharSkillId == 0 && iCharNameId == 0 && iCharDescId == 0 && iPassiveName1Id == 0 && iPassiveDesc1Id == 0 && iPassiveName2Id == 0 && iPassiveDesc2Id == 0 && iPassiveName3Id == 0 && iPassiveDesc3Id == 0 && iCharMeshSetId == 0 && iCharAniSetId == 0 && sCharBlueprintPath.IsEmpty() && sCharIconPath.IsEmpty();
|
|
}
|
|
};
|
|
|