102 lines
3.2 KiB
C
102 lines
3.2 KiB
C
#pragma once
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#include "CoreMinimal.h"
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#include "Engine/DataTable.h"
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#include "GenerateStructSkill.generated.h"
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USTRUCT(BlueprintType)
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struct FSkill : public FTableRowBase
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{
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GENERATED_BODY()
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FSkill() :
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sSkillName(),
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sSkillType(),
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sSkillIconPath(),
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fCooldown(),
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fDamage(),
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fCriDmg(),
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fSkillNoise(),
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fCorrectRange(),
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fSkillRange(),
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fProjectileSpeed(),
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fEffectRange(),
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iEffect1Id(),
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iEffect2Id(),
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iEffect3Id(),
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sSkillBpPath(),
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iSkillSocketId(),
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iSkillNameId(),
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iSkillDescId()
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{
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}
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UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = Skill)
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FString sSkillName;
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UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = Skill)
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FString sSkillType;
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UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = Skill)
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FString sSkillIconPath;
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UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = Skill)
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float fCooldown;
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UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = Skill)
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float fDamage;
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UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = Skill)
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float fCriDmg;
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UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = Skill)
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float fSkillNoise;
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UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = Skill)
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float fCorrectRange;
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UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = Skill)
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float fSkillRange;
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UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = Skill)
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float fProjectileSpeed;
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UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = Skill)
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float fEffectRange;
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UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = Skill)
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int32 iEffect1Id;
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UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = Skill)
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int32 iEffect2Id;
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UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = Skill)
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int32 iEffect3Id;
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UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = Skill)
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FString sSkillBpPath;
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UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = Skill)
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int32 iSkillSocketId;
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UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = Skill)
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int32 iSkillNameId;
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UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = Skill)
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int32 iSkillDescId;
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bool operator==(const FSkill& Other) const
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{
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return sSkillName == Other.sSkillName && sSkillType == Other.sSkillType && sSkillIconPath == Other.sSkillIconPath && fCooldown == Other.fCooldown && fDamage == Other.fDamage && fCriDmg == Other.fCriDmg && fSkillNoise == Other.fSkillNoise && fCorrectRange == Other.fCorrectRange && fSkillRange == Other.fSkillRange && fProjectileSpeed == Other.fProjectileSpeed && fEffectRange == Other.fEffectRange && iEffect1Id == Other.iEffect1Id && iEffect2Id == Other.iEffect2Id && iEffect3Id == Other.iEffect3Id && sSkillBpPath == Other.sSkillBpPath && iSkillSocketId == Other.iSkillSocketId && iSkillNameId == Other.iSkillNameId && iSkillDescId == Other.iSkillDescId;
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}
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bool operator!=(const FSkill& Other) const
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{
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return !(*this == Other);
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}
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bool IsDefault() const
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{
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return sSkillName.IsEmpty() && sSkillType.IsEmpty() && sSkillIconPath.IsEmpty() && fCooldown == 0 && fDamage == 0 && fCriDmg == 0 && fSkillNoise == 0 && fCorrectRange == 0 && fSkillRange == 0 && fProjectileSpeed == 0 && fEffectRange == 0 && iEffect1Id == 0 && iEffect2Id == 0 && iEffect3Id == 0 && sSkillBpPath.IsEmpty() && iSkillSocketId == 0 && iSkillNameId == 0 && iSkillDescId == 0;
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}
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};
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