ProjectM/Source/ProjectT/Data/Gen/GenerateStructPlayerCharact...

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();
}
};