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

102 lines
3.2 KiB
C

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