ProjectM/Source/ProjectT/Data/Player/Inventory/PlayerInventoryModel.h

49 lines
1014 B
C++

// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "ProjectT/Data/Gen/GenerateStructItem.h"
#include "UObject/Object.h"
#include "PlayerInventoryModel.generated.h"
USTRUCT(Blueprintable)
struct FPlayerGimmickSlotData
{
GENERATED_BODY()
FPlayerGimmickSlotData() :
ItemRowName("None"),
ItemCount(0)
{
}
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Item)
FName ItemRowName;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Item)
FItem ItemData;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Item)
int32 ItemCount;
};
USTRUCT(Blueprintable)
struct FPlayerSpendSlotData
{
GENERATED_BODY()
FPlayerSpendSlotData() :
ItemRowName("None")
{
}
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Item)
FName ItemRowName;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Item)
FItem ItemData;
};
UCLASS()
class PROJECTT_API UPlayerInventoryModel : public UObject
{
GENERATED_BODY()
};