50 lines
1.2 KiB
C
50 lines
1.2 KiB
C
#pragma once
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#include "CoreMinimal.h"
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#include "Engine/DataTable.h"
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#include "GenerateStructSoundList.generated.h"
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USTRUCT(BlueprintType)
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struct FSoundList : public FTableRowBase
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{
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GENERATED_BODY()
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FSoundList() :
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sSoundClass(),
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sSoundType(),
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sSoundPath(),
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sAttenPath(),
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bLooping()
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{
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}
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UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = SoundList)
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FString sSoundClass;
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UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = SoundList)
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FString sSoundType;
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UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = SoundList)
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FString sSoundPath;
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UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = SoundList)
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FString sAttenPath;
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UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = SoundList)
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bool bLooping;
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bool operator==(const FSoundList& Other) const
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{
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return sSoundClass == Other.sSoundClass && sSoundType == Other.sSoundType && sSoundPath == Other.sSoundPath && sAttenPath == Other.sAttenPath && bLooping == Other.bLooping;
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}
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bool operator!=(const FSoundList& 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 sSoundClass.IsEmpty() && sSoundType.IsEmpty() && sSoundPath.IsEmpty() && sAttenPath.IsEmpty() && bLooping == 0;
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}
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};
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