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

50 lines
1.2 KiB
C

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